OctaneRender 2020.1 LightWave Production build 2020.1.3.0

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OctaneRender 2020.1 LightWave Production build 2020.1.3.0

Postby juanjgon » Wed Jul 01, 2020 1:31 pm

juanjgon Wed Jul 01, 2020 1:31 pm
Hi,

This is a production release of the OctaneRender™ 2020.1 for LightWave™ plugin version 2020.1.3.0, available for LightWave 11.6, 2015.3, 2018.0, 2019.0/2019.1 and 2020.0 Windows x64 and OSX. This build has been compiled using the Octane 2020.1.3 core.

To use Octane 2020.1, you need to have a Studio or Enterprise subscription license. We recommend you to update your NVIDIA driver to at least 435.80 for Windows or 435.12 for Linux.

New features
To learn more about the new features and improvements of OctaneRender 2020.1, please check out the 2020.1 release post, but this is a quick list of the main new features that have been added.

  • New option to enable the RTX improvements.
  • Spectron Area and Sphere light types.
  • New Hosek-Wilkie Spectral Sky Model.
  • Improvements to Round Edges artist control.
  • SSS Improvements and Random Walk SSS.
  • Spectral Hair Material.
  • ACES: new workflow and Image Container File Layout
  • Volume Step % and Shadow Step %
  • Volume Sample Position Displacement
  • New Universal Dirt System
  • New Universal Camera node


Release 2020.1.3.0 Enterprise subscription license
https://render.otoy.com/customerdownloa ... rprise.zip
https://render.otoy.com/customerdownloa ... rprise.zip

Release 2020.1.3.0 Studio subscription license
https://render.otoy.com/customerdownloa ... studio.zip
https://render.otoy.com/customerdownloa ... studio.zip

Release 2020.1.3.0 Demo license
https://render.otoy.com/plugindownloads ... 4_demo.zip
https://render.otoy.com/plugindownloads ... X_demo.zip

Standalone 2020.1.3 version for the network rendering nodes
viewtopic.php?f=15&t=75172


Release Notes
=============================================
RELEASE 2020.1.3.0
=============================================

* PLUGIN FEATURES AND FIXES:

- Fixed the distance parameters GUI in Universal camera node.
- Added the bank rotation parameter to the texture environment node.
- Addressed the real-time updating of the OpenGL viewports display of the Octane materials.

* OCTANE 2020.1.3 FEATURES AND BUGS FIXED:
- Fixed regression causing VDB files of version 224 to not to load.
- Fixed mix material not rendering the autobumped normal when mult-layer material was used in one of the material slots.
- Fixed issue causing the light pass to not to capture direct light if the cast shadows option was disabled.
- Allow OSL texture and projection shaders to have multiple outputs from which Octane will use the first one.
- Allow OSL shaders to have float output which will produce a greyscale color.


=============================================
RELEASE 2020.1.2.0
=============================================

* PLUGIN FEATURES AND FIXES:

- .orbx extension added automatically to the ORBX files.
- "Shape Cast Shadows" option enabled by default.
- Fixed a crash while rendering scenes with both camera and multi-pass motion blur enabled.
- New "75%" value in the IPR resolution multiplier.
- Added support for morph maps as vertex attributes.
- Added support for velocity attributes to compute the motion blur for any kind of object.
- Added new option to enable the NVLink feature directly inside the plugin.
- Added new option in the plugin options panel to configure the IPR window HiDPI scale.
- Added the Universal camera node.

* OCTANE 2020.1.2 FEATURES AND BUGS FIXED:
- Fixed issue causing incorrect evaluation of materials using anisotropy.
- Fixed layered material node incorrectly update the multi layer flag.
- Fixed material opacity not working for fully metallic materials.
- Fixed opacity of the bottom most layered material not affecting the entire material stack.
- Fixed issue causing portal transparency not working correctly.
- Fixed a few incorrect pin accesses for some materials when they should be using default values.
- Fixed application crash when enabling AI light on an empty render target.
- Fixed issue with denoised pass where the environment would be merged with the geometry.
- Fixed issue causing incorrect evaluation of overlapping mediums.
- Fixed application crash happening while compiling some scenes with very large numbers of intersecting instances.
- Fixed CUDA error happening in some scenarios when using peer-to-peer memory and RTX.
- Fixed CUDA error happening sometimes after AI scene updates when using peer-to-peer memory.
- Fixed CUDA error after some scene updates when using emission and RTX.
- Fixed issue causing wrong normals near geometry edges happening when using fast rounded edges on RTX meshes.
- Fixed issue with scenes containing volumes that would either not start rendering or fail after a few frames.
- Fixed issue causing the render passes export dialog to export just the beauty pass when the upsampler was enabled.
- Fixed issue not allowing to enable RTX unless the master would have RTX support.
- Fixed issue causing the main denoiser pass not to display the texture environment.
- Fixed issue causing the main denoiser pass not to include environment medium absorption data.
- Fixed issue causing the gizmo to not to update light primitive positions when connected to an object layer map.
- Fixed crash while trying to load geometry containing empty vertex data for some motion intervals.
- Fixed performance regression in Pascal devices compared to 2019.1.5.
- Fixed use of _time() in OSL camera shaders.
- Fixed issue causing network slaves to hang with scenes using auto bumpmap.
- Fixed issue causing network slaves to produce different output for some info passes from that on the master.
- Fixed plugin crash during scene export when a mesh node would be used as root.
- Improved accurate rounded edges in regions where both convex and concave curvature exist.
- Reduced geometry memory usage up to 5% when using RTX.
- Texture cache is used now just for baked textures and compressed images.
- Enforce loading VDB files just up to the version currently supported (223).



Happy rendering,
Your OTOY Team
Last edited by juanjgon on Tue Aug 04, 2020 2:24 pm, edited 1 time in total.
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Re: OctaneRender 2020.1 LightWave Production build 2020.1.3.0

Postby BorisGoreta » Wed Jul 01, 2020 9:01 pm

BorisGoreta Wed Jul 01, 2020 9:01 pm
Thanks for the update.

Is there a chance LW plugin gets that optimizations where a scene reload wouldn't recompile all objects again, I heard C4D plugin has some improvements in that area or something similar.

Also on my machine LOADING OBJECTS is still single threaded, is this the case with the standalone too ?
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Re: OctaneRender 2020.1 LightWave Production build 2020.1.3.0

Postby Carlos3D » Wed Jul 01, 2020 9:07 pm

Carlos3D Wed Jul 01, 2020 9:07 pm
Addressed the real-time updating of the OpenGL viewports display of the Octane materials. Really cool Juanjo does that mean we are close to seeing Octane's textures on vewport?
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Re: OctaneRender 2020.1 LightWave Production build 2020.1.3.0

Postby juanjgon » Wed Jul 01, 2020 9:19 pm

juanjgon Wed Jul 01, 2020 9:19 pm
BorisGoreta wrote:Thanks for the update.

Is there a chance LW plugin gets that optimizations where a scene reload wouldn't recompile all objects again, I heard C4D plugin has some improvements in that area or something similar.

Also on my machine LOADING OBJECTS is still single threaded, is this the case with the standalone too ?


Are you talking about the IPR "Reload" button? The IPR tries to be as smart as possible to update the scene without reloading, but well, yes, the "Reload" button will extract and recompile all the scene from scratch. The same happen while rendering sequences in full scene reload mode, although the update mode once again tries to update the scene if possible.

The scene extraction from the LightWave is indeed single-threaded, but the scene compilation on the Octane side (that is the process done in Standalone) is fully multi-threaded. At some point, I want to work in the multi-thread scene extraction, although I can't promise anything because all the extraction code working from multiple threads can a can of worms ;)

Thanks,
-Juanjo
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Re: OctaneRender 2020.1 LightWave Production build 2020.1.3.0

Postby juanjgon » Wed Jul 01, 2020 9:20 pm

juanjgon Wed Jul 01, 2020 9:20 pm
Carlos3D wrote:Addressed the real-time updating of the OpenGL viewports display of the Octane materials. Really cool Juanjo does that mean we are close to seeing Octane's textures on vewport?


I'm afraid that not at all. I'm not even sure if this is possible in LightWave, but along this year I want to work in the direct rendering to the viewports, something that can improve a lot the workflow for lookdev.

Thanks,
-Juanjo
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Re: OctaneRender 2020.1 LightWave Production build 2020.1.3.0

Postby Lewis » Wed Jul 01, 2020 10:28 pm

Lewis Wed Jul 01, 2020 10:28 pm
Thanks for release Juan, great support.
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Re: OctaneRender 2020.1 LightWave Production build 2020.1.3.0

Postby Carlos3D » Thu Jul 02, 2020 3:06 pm

Carlos3D Thu Jul 02, 2020 3:06 pm
juanjgon wrote:
Carlos3D wrote:Addressed the real-time updating of the OpenGL viewports display of the Octane materials. Really cool Juanjo does that mean we are close to seeing Octane's textures on vewport?


I'm afraid that not at all. I'm not even sure if this is possible in LightWave, but along this year I want to work in the direct rendering to the viewports, something that can improve a lot the workflow for lookdev.

Thanks,
-Juanjo



Very good news Juanjo thanks
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Re: OctaneRender 2020.1 LightWave Production build 2020.1.3.0

Postby BorisGoreta » Thu Jul 02, 2020 6:24 pm

BorisGoreta Thu Jul 02, 2020 6:24 pm
That would be great if you could make that part multithreaded. Also if object hasn't been changed Octane could use the one it compiled already. Isn't that available in the Octane API ?


juanjgon wrote:
BorisGoreta wrote:Thanks for the update.

Is there a chance LW plugin gets that optimizations where a scene reload wouldn't recompile all objects again, I heard C4D plugin has some improvements in that area or something similar.

Also on my machine LOADING OBJECTS is still single threaded, is this the case with the standalone too ?


Are you talking about the IPR "Reload" button? The IPR tries to be as smart as possible to update the scene without reloading, but well, yes, the "Reload" button will extract and recompile all the scene from scratch. The same happen while rendering sequences in full scene reload mode, although the update mode once again tries to update the scene if possible.

The scene extraction from the LightWave is indeed single-threaded, but the scene compilation on the Octane side (that is the process done in Standalone) is fully multi-threaded. At some point, I want to work in the multi-thread scene extraction, although I can't promise anything because all the extraction code working from multiple threads can a can of worms ;)

Thanks,
-Juanjo
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Re: OctaneRender 2020.1 LightWave Production build 2020.1.3.0

Postby promity » Sat Jul 25, 2020 5:49 am

promity Sat Jul 25, 2020 5:49 am
I don't really understand what's going on with RTX calculations. In Octane 2019 benchmark I get almost 3 times acceleration in comparison to calculations without RTX option. But in none of my own scenes or even in the demo scenes from Octane, I see nothing similar to the acceleration I see in the benchmark (maximum 4-5 percent). Can anyone share their experience - does he notice the acceleration due to RTX option in his work projects?
I have a feeling that for three. at least three versions of Octane is not developing on its own - it just grows various features like a Christmas tree beautiful toys, but the engine itself remains the same, without significant improvements. That is, we are offered improvements not just by buying a new version that is faster than the previous one - but by buying new graphics cards and their new abilities.
AMD Threadripper 1950X/64gb ram/RTX 3080 Ti + RTX 2070/Samsung SSD 870 EVO 500 gb/
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Re: OctaneRender 2020.1 LightWave Production build 2020.1.3.0

Postby Lewis » Sat Jul 25, 2020 7:26 am

Lewis Sat Jul 25, 2020 7:26 am
promity wrote:I don't really understand what's going on with RTX calculations. In Octane 2019 benchmark I get almost 3 times acceleration in comparison to calculations without RTX option. But in none of my own scenes or even in the demo scenes from Octane, I see nothing similar to the acceleration I see in the benchmark (maximum 4-5 percent). Can anyone share their experience - does he notice the acceleration due to RTX option in his work projects?


Yes, it depend son projects and as noted in release info (when they intorduced RTX) it does not speedup ALL scenes magically by 3x or so. RTX helps with triangles sorting, Instances and pure polycount (the more the bigger difference it is). so in regular easy scenes you might see nothing or 2-3% or even slight slowdown (few seconds) but in heavy arch-vizscenes packed with hi-poly trees/instances i see huge boost.

Here is some of my test results from earlier 2020.1 build



GPU setup 4*RTX 2080Ti - Win10 pro 64bit 1903, drivers 441.66
_____________________________________________________________


1. Orqa_Bench (product design CAD scene - nothing instanced) - 1920*1080 (Frame 001)
------------------------------------------------------------------------------------
2019.1.4 - 10000 samples, RT = 39 seconds

2020.1.0 - 10000 samples, RT = 37 seconds RTX OFF
2020.1.0 - 10000 samples, RT = 38 seconds RTX ON



2. Toni_Makarska_Bench (Arch-viz Interior scene few instances) - 2560*1440
--------------------------------------------------------------------------
2019.1.4 - 3000 samples, RT = 386 seconds

2020.1.0 - 3000 samples, RT = 366 seconds RTX OFF
2020.1.0 - 3000 samples, RT = 285 seconds RTX ON = 29% faster




3. Test_House_moric_M5 (Arch-Viz exterior scene lot of foliage instances + 1 GPU denoiser) - 1920*1080 (Frame 001)
------------------------------------------------------------------------------------------------------------------
2019.1.4 - 1000 samples, RT = 71 seconds (191MB OOC RAM used)

2020.1.0 - 1000 samples, RT = 73 seconds (0.50GB OOC RAM used) RTX OFF
2020.1.0 - 1000 samples, RT = 70 seconds (1.18GB OOC RAM used) RTX ON



4. Generic_room_F_S3 (Arch-Viz interior + Specific Armchair furniture) - 1920*1080 (Frame 003)
----------------------------------------------------------------------------------------------
2019.1.4 - 5000 samples, RT = 343 seconds

2020.1.0 - 5000 samples, RT = 324 seconds RTX OFF
2020.1.0 - 5000 samples, RT = 241 seconds RTX ON - (fabric velvet material looks wrong) = 35% faster



5. GreenHelic_Volumetric_Fog_BENCH (Arch-Viz building, lot instanced foliage, VolumetricFog + denoiser) - 1900*1267 (Frame 002)
------------------------------------------------------------------------------------------------------------------------------
2019.1.4 - 1500 samples, RT = 588 seconds

2020.1.0 - 1500 samples, RT = 928 seconds RTX OFF (look bad and darker) = 58% slower than 2019.1.4
2020.1.0 - 1500 samples, RT = 264 seconds RTX ON (look bad and darker) = 123% Faster than 2019.1.4 and 251% faster than 2020.1 RTX OFF


6. OLP_v06 (Arch-Viz, lot instanced foliage, animated VolumetricFog + denoiser) - 1920*1080 (Frame 083)
-------------------------------------------------------------------------------------------------------
2019.1.4 - 1400 samples, RT = 211 seconds

2020.1.0 - 1400 samples, RT = 201 seconds RTX OFF = 5% faster than 2019.1.4
2020.1.0 - 1400 samples, RT = 49 seconds RTX ON = 315% faster than RTX OFF




7. Bazen_Kuca_RTX_Bench (Arch-Viz exterior, instanced foliage) - 1920*1080 (Frame 001)
--------------------------------------------------------------------------------------
2019.1.4 - 3000 samples, RT = 191 seconds

2020.1.0 - 3000 samples, RT = 192 seconds RTX OFF
2020.1.0 - 3000 samples, RT = 117 seconds RTX ON = 64% faster than RTX OFF




8. RTX_Dogs (instanced Houdini Dogs) - 1920*1080 (Frame 000)
--------------------------------------------------------------------------------------
2020.1.0 - 5000 samples, RT = 50 seconds RTX OFF
2020.1.0 - 5000 samples, RT = 33 seconds RTX ON = 52% faster than RTX OFF




9. Green_Helic_Octane_ANIM 900*600 + denoiser + VolumetricFog (frame 100)
--------------------------------------------------------------------------------------
2020.1.1 - 2000 samples, RT = 191 seconds RTX OFF
2020.1.1 - 2000 samples, RT = 50 seconds RTX ON = 282% faster than RTX OFF
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