OctaneRender 2020.1 LightWave Production build 2020.1.5.0

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OctaneRender 2020.1 LightWave Production build 2020.1.5.0

Postby juanjgon » Mon Sep 07, 2020 5:52 pm

juanjgon Mon Sep 07, 2020 5:52 pm
Hi,

This is a production release of the OctaneRender™ 2020.1 for LightWave™ plugin version 2020.1.5.0, 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 2020.1.5 core.

Make sure to use a NVIDIA Studio driver with version at least 451 on Windows or 450 on Linux to use this version. No driver updates are required for macOS.

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 2020.1.5.0 Enterprise subscription license
https://render.otoy.com/customerdownloa ... rprise.zip
https://render.otoy.com/customerdownloa ... rprise.zip

Release 2020.1.5.0 Studio subscription license
https://render.otoy.com/customerdownloa ... studio.zip
https://render.otoy.com/customerdownloa ... studio.zip

Release 2020.1.5.0 Demo license
https://render.otoy.com/plugindownloads ... 4_demo.zip
https://render.otoy.com/plugindownloads ... X_demo.zip

OctaneX PR6 for Catalina
https://render.otoy.com/customerdownloa ... rprise.zip
https://render.otoy.com/customerdownloa ... studio.zip
https://render.otoy.com/plugindownloads ... X_demo.zip

Standalone 2020.1.5 version for the network rendering nodes
viewtopic.php?f=15&t=75704


Release Notes
=============================================
RELEASE 2020.1.5.0
=============================================

* OCTANE 2020.1.5 FEATURES AND BUGS FIXED:

- Fixed increased memory usage after loading multiple projects.
- Fixed artifacts produced by stacking multiple GGX lobes together with low roughness
- Fixed bug causing dirt to not to be evaluated when used with medium nodes.
- Fixed issue with random walk SSS causing invalid pin access errors.
- Fixed crash with some Octane module node graphs.
- Fixed issue causing the furnace test to fail when layer opacity was less than one.
- Fixed composite material not updating while changing some child material's float pins.
- Fix UV mapping of light sources on quad lights.
- Fixed OSL code generation for vector equality tests.
- Fixed self illumination on quads lights.
- Fixed incorrect illumination on surfaces in proximity and parallel to quad lights.
- Fixed volume depth passes when no volumes are used.
- Fixed issue causing render errors when large scenes were compiled under low memory conditions.
- Fixed rendering of animations when using a universal camera.
- Fixed scene exports when using universal cameras.
- Fixed issue causing auto-bump map not properly working with composite materials.
- Fixed export of empty mesh nodes.
- Added support for NVidia Ampere cards.


=============================================
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 Tue Dec 01, 2020 10:02 pm, edited 3 times in total.
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Re: OctaneRender 2020.1 LightWave Production build 2020.1.5.0

Postby Lewis » Tue Sep 08, 2020 7:55 am

Lewis Tue Sep 08, 2020 7:55 am
That was fast,thank you Juan.
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Re: OctaneRender 2020.1 LightWave Production build 2020.1.5.0

Postby Carlos3D » Tue Sep 08, 2020 2:33 pm

Carlos3D Tue Sep 08, 2020 2:33 pm
Hi Juanjo.

I installed the latest version of the octane (2020.1.5.0) and my cards simply stopped working

When I turn on the IPR or F9 I get the message saying that it is not possible because there are no GPUs to render.

I have drivers above recommended (V442.92)

Or am I doing something wrong.

Thank you.

Carlos Caldeira.
Attachments
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No GPUs on my Octane Pugin Options
002.jpg (46.09 KiB) Viewed 4471 times
001.jpg
My NV driver version
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Re: OctaneRender 2020.1 LightWave Production build 2020.1.5.0

Postby Carlos3D » Tue Sep 08, 2020 2:36 pm

Carlos3D Tue Sep 08, 2020 2:36 pm
Converts material makes my LightWave crash.

This is happening in the version of Octane 2020.1.4.0

Thank you.

Carlos Caldeira.
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Re: OctaneRender 2020.1 LightWave Production build 2020.1.5.0

Postby juanjgon » Tue Sep 08, 2020 3:32 pm

juanjgon Tue Sep 08, 2020 3:32 pm
Carlos3D wrote:Hi Juanjo.

I installed the latest version of the octane (2020.1.5.0) and my cards simply stopped working

When I turn on the IPR or F9 I get the message saying that it is not possible because there are no GPUs to render.

I have drivers above recommended (V442.92)

Or am I doing something wrong.

Thank you.

Carlos Caldeira.


Make sure to use a NVIDIA Studio driver with version at least 451 on Windows. I'll update this information in the post.

Thanks,
-Juanjo
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Re: OctaneRender 2020.1 LightWave Production build 2020.1.5.0

Postby juanjgon » Tue Sep 08, 2020 3:38 pm

juanjgon Tue Sep 08, 2020 3:38 pm
Carlos3D wrote:Converts material makes my LightWave crash.

This is happening in the version of Octane 2020.1.4.0

Thank you.

Carlos Caldeira.

Yeah, the material conversion is broken in LW2020 due to a problem related to its SDK. I hope to find a solution for it, but meanwhile you need to use LW2019 if you need to use this feature.

Thanks,
-Juanjo
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Re: OctaneRender 2020.1 LightWave Production build 2020.1.5.0

Postby Carlos3D » Wed Sep 09, 2020 7:32 am

Carlos3D Wed Sep 09, 2020 7:32 am
juanjgon wrote:
Carlos3D wrote:Converts material makes my LightWave crash.

This is happening in the version of Octane 2020.1.4.0

Thank you.

Carlos Caldeira.

Yeah, the material conversion is broken in LW2020 due to a problem related to its SDK. I hope to find a solution for it, but meanwhile you need to use LW2019 if you need to use this feature.

Thanks,
-Juanjo



Thank you very much Juanjo.
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Re: OctaneRender 2020.1 LightWave Production build 2020.1.5.0

Postby Carlos3D » Wed Sep 09, 2020 7:38 am

Carlos3D Wed Sep 09, 2020 7:38 am
I have a question.

Since Newtek announced that LightWave development will be paused indefinitely, will Octane risk stopping development for Lightwave?

Thank you.

Carlos Caldeira
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Re: OctaneRender 2020.1 LightWave Production build 2020.1.5.0

Postby Carlos3D » Wed Sep 09, 2020 7:40 am

Carlos3D Wed Sep 09, 2020 7:40 am
Carlos3D wrote:
juanjgon wrote:
Carlos3D wrote:Converts material makes my LightWave crash.

This is happening in the version of Octane 2020.1.4.0

Thank you.

Carlos Caldeira.

Yeah, the material conversion is broken in LW2020 due to a problem related to its SDK. I hope to find a solution for it, but meanwhile you need to use LW2019 if you need to use this feature.

Thanks,
-Juanjo



Thank you very much Juanjo.


Ok I get it thhank one more time Juanjo.
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Re: OctaneRender 2020.1 LightWave Production build 2020.1.5.0

Postby AndyM1969 » Thu Sep 10, 2020 3:55 pm

AndyM1969 Thu Sep 10, 2020 3:55 pm
I have noticed a massive slowdown in render times compared to the previous version. Rendering a scene that took four minutes to complete on previous version is now saying estimated 2 hours 35 minutes for the same frame!
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