OctaneRender™ Standalone 2.14

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abstrax
OctaneRender Team
Posts: 5506
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Hi all,

This is another maintenance update of OctaneRender 2.1x. It mostly fixes bugs and adds some more stuff. One of the additions is the collection of render statistics, which I would like to explain a bit further:

To make informed decisions for future developments it's important to understand how Octane is used. So we added the ability to Octane to send some statistics to a server where we can analyze them. This functionality is enabled by default and can be disabled in the application preferences under File -> Preferences... -> Application -> Enable statistics.

The statistics we gather are anonymous and independent of the OctaneLive license server. For all people who are still skeptical, we added the ability to log what's going on via the log flag "stats". To enable the logging, please copy the attached a flags file
octane_log_flags.txt
(37 Bytes) Downloaded 276 times
into the directory where your OctaneRender Standalone is installed. After starting Octane it will log into a file "octane_log.txt", which will contain the messages Octane has sent during that session.

In a nutshell, we are sending 3 types of events: "SessionStart", "SessionEnd" and "Render". The first two are just to indicate one Octane session and have a random UUID. A "Render" event is sent once per rendering if the rendering had progressed more than 30s or 1000samples/pixel. It contains the same UUID plus some information about the geometry size, kernel, GPU count, slave count etc..

Again, feel free to disable the statistics, but it would be helpful to us if you keep it enabled.

Changes since version 2.13:
  • Added statistics collection (see above).
  • Added diffuse roughness.
  • Added new texture node "polygon side" which renders white on the front face and black on the backface of a polygon. You can use this to do backface culling (by putting this texture into the opacity channel) or to allow double-sided materials (placing it into a mix material) and textures (placing it into a mix texture).
  • Added option to export render passes as half floats (16bit floating point numbers).
  • Saving render passes is done now asynchronously.
  • Replaced "coherent mode" with a float pin "coherent ratio", which allows you to blend between non-coherent rendering (0) and "super-coherent" rendering (1). Please be aware that for values above 0.4 you will usually need a few thousand samples per pixel to get rid of visible artifacts and values above 0.5 hardly ever make any sense.
  • Fixed crash while batch render script is running.
  • Fixed incorrect warning of invalid daemon sub-net.
  • Fixed picking, which worked only randomly in 2.13.
  • Fixed crash when displacement gets enabled on a mesh without material names (which can happen in Alembic files).
Download

Due to the switch to CUDA 6.5 you will need a current graphics driver of version 344.x or higher. On Mac OSX you will need a CUDA driver of version 6.5 or higher (see http://www.nvidia.com/object/mac-driver-archive.html). The minimum supported version of Mac OS is 10.7.

Windows
- 32-bit ZIP
- 64-bit ZIP

Mac OS X (updated on 19/12/2014)
- 64-bit DMG
EDIT: Since version 2.13 the .DMG archive for OSX were not complete due to some changes in our OSX build system. We rebuilt the 2.14 OSX package on 19/12/2014 to include all the missing files. (The archive is now 38MB instead of 30MB.)

Linux
- 64-bit ZIP

Happy rendering,
Your OTOY NZ Team
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
gordonrobb
Licensed Customer
Posts: 1247
Joined: Sat Mar 16, 2013 9:08 am

The ability to do double sided will be very useful.

What's duffuse roughness?
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Tugpsx
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Posts: 1150
Joined: Thu Feb 04, 2010 8:04 pm
Location: Chicago, IL
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Thanks for update
Win 11 64GB | NVIDIA RTX3060 12GB
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bepeg4d
Octane Guru
Posts: 10321
Joined: Wed Jun 02, 2010 6:02 am
Location: Italy
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hi marcus,
here my report:
  • under mac i can't no more resize any window, the wheel starts to spin forever and is necessary to quit the app.
  • if you click on a wire connection without detaching it, the wheel starts to spin forever again. This happen on both mac and win and is present also in previous versions. It seems that the first version was the 2.10, v2.06 is not affected.
  • please, i would also like to know the reason why you have added the roughness in the diffuse node, and is it also possible to add the transmission in the glossy node?
  • edit: happy to help you with statistics ;)
thanks in advance
ciao beppe
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aLeXXtoR
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Location: Russia, St. Ptetersburg
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Many thanks!!

I would like to know: do you plan to add support for animated textures (image sequences)? Thank you.
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aLeXXtoR
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Animation Rendering script doesn't seem to work properly with the frame range that differs from [0..<end_frame>]. For example if "Save all render passes" enabled and I set "Start Frame" to 5 and "Start file numbering" to 6 (0-4 and files <fname>_1-5 are already rendered) it seems to start render from the actual frame 5 and gives it a number 1... or maybe it just totally ignores the option "Start file numbering..." and also ignores the option "Skip existing images". I'll try to give more details when I test it more.
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Dmi3ryd
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It is not the first time the computer hangs when rendering so you have to restart. It happends very often ((
Win 8.1/64 | Geforce GTX780TI | Core I7 970 | 24GB
raybender
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aLeXXtoR wrote:Many thanks!!

I would like to know: do you plan to add support for animated textures (image sequences)? Thank you.
+1 ! very important
Win7x64/ Dual Xeon [email protected]/ 48GB RAM/ 2x GTX Titan 6GB/ 1x GTX 670 4GB
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manalokos
Licensed Customer
Posts: 440
Joined: Fri Nov 18, 2011 4:43 pm

Polygon side is a great addition!!!! Thank you!
gristle
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Posts: 304
Joined: Wed Jan 20, 2010 10:42 am
Location: Wellington
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Can you use the diffuse roughness to simulate diffuse termination/sharpness?
Image

This image does not shot it that clearly sorry.
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