OctaneRender 2020.1 LightWave Production build 2020.1.4.0

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OctaneRender 2020.1 LightWave Production build 2020.1.4.0

Postby juanjgon » Tue Aug 04, 2020 2:24 pm

juanjgon Tue Aug 04, 2020 2:24 pm
Hi,

This is a production release of the OctaneRender™ 2020.1 for LightWave™ plugin version 2020.1.4.0, 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 2020.1.4 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 2020.1.4.0 Enterprise subscription license
https://render.otoy.com/customerdownloa ... rprise.zip
https://render.otoy.com/customerdownloa ... rprise.zip

Release 2020.1.4.0 Studio subscription license
https://render.otoy.com/customerdownloa ... studio.zip
https://render.otoy.com/customerdownloa ... studio.zip

Release 2020.1.4.0 Demo license
https://render.otoy.com/plugindownloads ... 4_demo.zip
https://render.otoy.com/plugindownloads ... X_demo.zip

Standalone 2020.1.4 version for the network rendering nodes
viewtopic.php?f=24&t=75421


Release Notes
=============================================
RELEASE 2020.1.4.0
=============================================

* OCTANE 2020.1.4 FEATURES AND BUGS FIXED:

- Fixed issue causing Octane to not to start on machines using older CPUs without AVX instruction set support.
- Fixed issue causing OSX slaves to deactivate their license even if there are other instances of standalone or plugins currently running on that machine.
- Fixed triplanar projection in OSL when used as emission texture distribution.
- Fixed issue causing displacement nodes not working with layered material nodes.
- Fixed white balance picking when upsampling was enabled.
- Fixed a crash on Windows 7 when upsampling was enabled.
- Fixed issue causing hair primitives and geometry using texture displacement to temporarily disappear after scene some scene changes.


=============================================
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 Mon Sep 07, 2020 5:52 pm, edited 1 time in total.
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Re: OctaneRender 2020.1 LightWave Production build 2020.1.4.0

Postby wireframex » Tue Aug 04, 2020 4:05 pm

wireframex Tue Aug 04, 2020 4:05 pm
Thanks Juan :)
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Licensed: Softimage 2012 SP1 / Lightwave 2020.0.2 / modo 14
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Re: OctaneRender 2020.1 LightWave Production build 2020.1.4.0

Postby promity » Tue Aug 04, 2020 4:57 pm

promity Tue Aug 04, 2020 4:57 pm
I tried to test the AI Upsampling and didn't really understand what was happening.

AIupsampling_off

Tilter_AIupsampling_off.png


AIupsampling_on

Tilter_AIupsampling_on.png
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Re: OctaneRender 2020.1 LightWave Production build 2020.1.4.0

Postby artecnl » Tue Aug 04, 2020 6:24 pm

artecnl Tue Aug 04, 2020 6:24 pm
Many thanks ¡¡
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Re: OctaneRender 2020.1 LightWave Production build 2020.1.4.0

Postby promity » Wed Aug 05, 2020 3:11 pm

promity Wed Aug 05, 2020 3:11 pm
Another bug or something weird anyway.
If I designate one of the surfaces of the objects as a light source or place a "physical" light source inside a transparent object - the shadow from such a light source is cast in a completely insane way.

Plasma_cut_drill_001_a.png


Plasma_cut_drill_001_b.png


P.S. The problem arises when using Matte option in the ground surface material.
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Re: OctaneRender 2020.1 LightWave Production build 2020.1.4.0

Postby Lewis » Mon Aug 10, 2020 3:26 pm

Lewis Mon Aug 10, 2020 3:26 pm
Thanks for update Juan, good to see AVX fix also (from OTOY).
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Re: OctaneRender 2020.1 LightWave Production build 2020.1.4.0

Postby gristle » Tue Aug 11, 2020 9:03 am

gristle Tue Aug 11, 2020 9:03 am
Has anyone experienced an increase in firefly's in 2020? I've been updating a project that had last been rendered using 2019.1.5.0 LW11.6.3 and in both 2020.1.0.7 and 2020.1.4.0 there are now lots of firefly's. I have reverted to the 2019 plugin and the firefly's are gone. Cheers.
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Re: OctaneRender 2020.1 LightWave Production build 2020.1.4.0

Postby Lewis » Tue Aug 11, 2020 9:08 am

Lewis Tue Aug 11, 2020 9:08 am
gristle wrote:Has anyone experienced an increase in firefly's in 2020? I've been updating a project that had last been rendered using 2019.1.5.0 LW11.6.3 and in both 2020.1.0.7 and 2020.1.4.0 there are now lots of firefly's. I have reverted to the 2019 plugin and the firefly's are gone. Cheers.


Not seen that, are you absolutely sure your render target/imager/kernel settings are same ?
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Re: OctaneRender 2020.1 LightWave Production build 2020.1.4.0

Postby gristle » Tue Aug 11, 2020 9:16 am

gristle Tue Aug 11, 2020 9:16 am
Lewis wrote:
gristle wrote:Has anyone experienced an increase in firefly's in 2020? I've been updating a project that had last been rendered using 2019.1.5.0 LW11.6.3 and in both 2020.1.0.7 and 2020.1.4.0 there are now lots of firefly's. I have reverted to the 2019 plugin and the firefly's are gone. Cheers.


Not seen that, are you absolutely sure your render target/imager/kernel settings are same ?


Yes, settings are the same. If I have time tomorrow I'll see if I can create a test scene as I cannot share the project.
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Re: OctaneRender 2020.1 LightWave Production build 2020.1.4.0

Postby juanjgon » Tue Aug 11, 2020 11:33 am

juanjgon Tue Aug 11, 2020 11:33 am
promity wrote:I tried to test the AI Upsampling and didn't really understand what was happening.

Probably you have the upsampe on completion option enabled, so while working with the IPR the upsample is only done when the rendering has finished.

Thanks,
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