OctaneRender™ Standalone 1.37 RC2

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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
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abstrax
OctaneRender Team
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Location: Auckland, New Zealand

Hi all,

This is our second 1.50 release candidate, fixing bugs reported for 1.36. We are currently in the process of stabilizing OctaneRender, so that we can finish 1.50 and move on. So please try to keep discussions about disappointments, excitements, missing features etc. at a minimum in this thread. If you find a bug, don't keep it, but report it, so we can fix it. Thanks a lot for your help!

Changes since version 1.36

I/O:
  • Stripping white-space from end of material file names.
  • Moved the LiveDB cache to local application data (was in the roaming application data).
Rendering:
  • Fixed unnecessary geometry rebuilds when connections to material/object layer pins got changed.
  • Reduced distortion of UV map of material ball.
Lua:
  • Added documentation to numeric box.
Known issues

This build doesn't work on the new Maxwell cards yet (the GTX 750 and GTX 750 Ti). In the device preferences they show up as having compute model 5.0. Support for these cards will be added soon. If have to buy a new card and need it for rendering now, you should look up the Compute Capability (but not the performance) here: https://developer.nvidia.com/cuda-gpus. Only 2.x and 3.x are supported at the moment.


Download:

Windows
ZIP archives:
- 64-bit
- 32-bit

MacOS X
ZIP archive:
- 32-bit and 64-bit

Linux
ZIP archive:
- 64-bit

Happy rendering,
Your OTOY NZ Team
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Tugpsx
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Thanks for update, petty issue but when grouping nodes, the connectors become crossed or jumbled.
Grouping issue
Grouping issue
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sekopasa
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I cannot download anything from otoy.com is it just me or happens to you, too?
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ROUBAL
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Well as I got no response in the previous RC thread as well in the plugin section, I report again here :

I am still unable to get a decent camera behaviour from an alembic export. The camera is affected by a jitter. I exported from 24 fps to 24 fps, so this time it is not a frame interpolation problem.

Also, while setting up the shutter value in a new animation render test, I have noticed that when scrolling with the mouse wheel in the shutter value field, the images moves a lot in the render window. It is like some noise is added by Octane to the actual move of the camera. It looks more sensitive for low values. Maybe it is a bug in the Camera Motion Blur ?

About the timeline : Now we have the choice between display of the time or the frame number in the time line. Thanks, it's great. But would it be possible to also have this choice in the render animation panel ?
Currently, it only displays the time. Thanks in advance !
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
kavorka
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I have been getting camera flicker movement as well when I export Alembic from Blender into Octane. The camera animation is fine in Blender, but isnt as smooth in Octane.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
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roeland
OctaneRender Team
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We found a bug in our camera importer, so I uploaded a test build with a fix. Can you test if you still have this jitter on your camera?

64-bit Windows test build

--
Roeland
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ROUBAL
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Thank you very much Roeland.

So far, my workstation is very busy, computing a fluid simulation and I can't render an animation for testing purpose right now. The interface is also not enough responsive for testing all features. However, I have been able to load a scene and I can tell you already that the image in the 3D viewport is still affected by a jitter when scrolling with the mouse wheel in the Shutter interval field.

It is 23:17 here in France, and I will do a real animation test tomorrow when the current task will be completed and the computer fully available.
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
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abstrax
OctaneRender Team
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Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

ROUBAL wrote:Thank you very much Roeland.

So far, my workstation is very busy, computing a fluid simulation and I can't render an animation for testing purpose right now. The interface is also not enough responsive for testing all features. However, I have been able to load a scene and I can tell you already that the image in the 3D viewport is still affected by a jitter when scrolling with the mouse wheel in the Shutter interval field.

It is 23:17 here in France, and I will do a real animation test tomorrow when the current task will be completed and the computer fully available.
Could you give us some simple test scene or at least some screenshots that describe the "jitter"? We are still not sure what exactly you are talking about. Thanks a lot.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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merid888

thank you for new release
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smicha
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Location: Warsaw, Poland

A small bug: when I use HDRI as a environment map and then go back to sky environment the north offset is changed from 0 to 12. Can you reproduce it?
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build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
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