OctaneRender™ Standalone 1.51

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abstrax
OctaneRender Team
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Hi all,

Since more bugs were found in the last stable release than we hoped for, we are providing a release fixing all issues known to us right now.

Changes since version 1.50
  • Picking objects doesn't pick nodes/pins in non-inspectable node graphs.
  • Fixed documentation of octane.node.exportToFile() and the Lua file dialog.
  • Fixed mesh attribute validation and updated the mesh attribute documentation.
  • Make sure a Lua window is shown before calling the WINDOW_SHOW callback, i.e. now you can have a script show some progress/log/whatever while it runs (previously only possible via the status bar).
  • Fixed crash when compiling a scene with no main window.
  • Switched behaviour of the glossy material import from MTL files to the way it was in 1.20: Basically just leaving the default index of refraction (1.3).
  • Fixed update of importance sampled environments after a change in the projection transformations.
  • Fixed a problem where the render engine didn't report the last result with all samples per pixel, causing the animation scripts to hang. This only occured in multi-GPU setups.
  • Fixed rendering with wireframe kernel of images > 2MPixels.
  • Loading an Alembic file stores the initial state now, similar to camera dta that is passed in via the command line.
  • Fixed problem that rendering didn't start if the first node selected is a render target node with an infochannel kernel in wire-frame mode and default settings.
  • Fixed load failure, when an .orbx file is specified via as command line argument.
  • Modified the matte material behaviour to camera map the environment on secondary bounces instead of displaying the non-matte material (see http://render.otoy.com/forum/viewtopic. ... 60#p176560). I will write a detailed explanation in a separate post below.

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

Either download the release from the downloads section of your customer area or use these direct links:

Windows
- 64-bit installer
- 32-bit installer

MacOS X
- 32-bit and 64-bit installer

Linux
- 64-bit ZIP archive

Happy rendering,
Your OTOY NZ Team
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
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Ok, I was trying to solve this issue: http://render.otoy.com/forum/viewtopic. ... 60#p176560

If you consider this scene:
matte_no_matte.png
In 1.50 it renders like this, if the floor plane has the matte option enabled:
matte_1_50.png
With 1.51 it render like this:
matte_1_51.png
What it basically does is camera mapping the environment onto the matte material (plane). Of course, this is all just a big lie and fake and you will get into trouble, if you look at the reflections too closely (I made the floor plane a bit smaller to make the problem more visible):
matte_prob.png
What you see is that the environment camera-projected onto the floor plane doesn't match the reflected perspective. There is not much we can do about it, except extending the plane and hoping that nobody notices:
matte_prob_workaround.png
I hope this helps.
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In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
kavorka
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Joined: Sat Feb 04, 2012 6:40 am

I was just doing some testing and ran into a crashing bug.

I imported an alembic file. Clicked on it, then right clicked on one of the materials that show up on the right and clicked "show in outliner", Octane then crashed. I tried this several times and it always happens. But, when I expand the outliner on the left, then try to replicate the crash, it works normally. If I then minimize the outliner, it still works, no crash.

Let me know if you can't replicate the crash and I will send the alembic file.



I am using the Blender plugin to export the alembic file. I also get another problem and I don't know if it is the Blender plugin, or Octane. When I bring in an alembic file exported using the OR4B plugin, it brings in a new material for every instance of the material I have in my scene. For instance, if I have 2 spheres with the same material (lets call it "chrome"), it will give me 2 materials and add a 1 to one of them instead of just giving me 1 chrome material that points to both (you can see this in the 2nd screenshot).

I only have one material called "chair black gloss", but it gives me a material called "global-chair black gloss", a material called "global-chair black gloss_None" and then 2 more iterations of the material with a "1" added in.

I didn't get any response in the blender forum, so I am wondering if this isn't just a Blender alembic problem.
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kavorka
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With some further testing on multiple materials, That multiple material is with only one object having it. When I have 2 objects that have the same material, it gets a _1 at the end of the second one. One scene I had more than 10 multiple nodes when I should have had just one.

Now arguably, this could be useful to add different materials to instances, but when you don't want to, it can take a long time to connect your nodes.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
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bepeg4d
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big thanks marcus for the continuous update :D
unfortunately the mac link doesn't work ;)
ciao beppe
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abstrax
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bepeg4d wrote:big thanks marcus for the continuous update :D
unfortunately the mac link doesn't work ;)
ciao beppe
Sorry. Should be fixed now.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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ROUBAL
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Hi, I have tried to render an image (simple cube and sphere) in 8096x8096 : No problem.
Then I tried in 9000x9000 : the memory amount display shows 1917.3/2882 available, so plenty of memory still available, but the render screen becomes grey and there is nothing to see. The render seems still active : the number of samples increases, but nothing is displayed. After some clicks the cursor shows busy circle and I have no more control on Octane and have to kill it with Windows task manager.

Reproduced at each attempt.
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
Posts: 5506
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

ROUBAL wrote:Hi, I have tried to render an image (simple cube and sphere) in 8096x8096 : No problem.
Then I tried in 9000x9000 : the memory amount display shows 1917.3/2882 available, so plenty of memory still available, but the render screen becomes grey and there is nothing to see. The render seems still active : the number of samples increases, but nothing is displayed. After some clicks the cursor shows busy circle and I have no more control on Octane and have to kill it with Windows task manager.
You need to switch to the software viewport (in the application preferences), since OpenGL can't always deal with those big images.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Eznit
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Joined: Wed Mar 21, 2012 11:27 am

Thank You :D
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emihich
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Joined: Thu Sep 13, 2012 9:42 pm

Just wanna say thank you, my expectations about Octane 1.5 were surpassed by the Greatness of it. :D
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