OctaneRender 2021.1.7 LightWave EOL Tribute build

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OctaneRender 2021.1.7 LightWave EOL Tribute build

Postby juanjgon » Sun Dec 18, 2022 12:19 pm

juanjgon Sun Dec 18, 2022 12:19 pm
Hi,

This is an Octane for LightWave EOL Tribute build including the latest Octane 2021.1.7 stable core. A lot of the new Octane 2021.1 features are not available (no new nodes and so on) but at least these plugin builds will guarantee the present and future compatibility with the latest GPUs and NVIDIA drivers, extending the EOL of the plugin for all the users still working with it, and including all the latest core fixes and even some new features.

This version supports Nvidia Ampere GPUs and as a consequence, we had to drop support for old Kepler cards with a compute model < 3.5. And please make sure to use a NVIDIA Studio driver with version at least 456.38 on Windows or 455.23 on Linux


Release 2021.1.7.0 Studio+ subscription license
https://render.otoy.com/customerdownloa ... studio.zip

Release 2021.1.7.0 Prime license
https://render.otoy.com/plugindownloads ... _prime.zip

Release 2021.1.7.0 Demo version
https://render.otoy.com/plugindownloads ... 4_demo.zip

Standalone 2021.1.7 version for the network rendering nodes
viewtopic.php?f=15&t=80911


Release Notes
=============================================
RELEASE 2021.1.7.0
=============================================

* PLUGIN FEATURES AND FIXES:

- Plugin updated to support the new Studio+ license.

* OCTANE 2021.1.6/7 FEATURES AND FIXES:
- Ported back the improved rendering of hair with motion blur from 2022.1 XB1 to 2021.1.
- Ported back the improved rendering of hair segment joints from 2022.1 XB3 to 2021.1.
- Improved AI light update speed in some corner cases.
- Improved consistency of the amounts of emitter noise between render restarts in scenes with enabled AI light. We now always build the highest quality AI light data structures. This may have an impact interactivity in some corner cases. Let us know if you have a scene where the update speed is severely impacted.
- Fixed a render hang with dirt by limiting the number of surface intersections we allow for a dirt ray.
- Fixed visible seams of adjacent surfaces with different material nodes that have the same settings and also a sub-surface scattering medium.
- Various tweaks and minor fixes in the handling of nested media and dielectrics, especially when a path exits those.
- Fixed Autobump map which when RTX is enabled.
- Fixed laggy imaging/tone-mapping while rendering is progressing.
- Fixed post-fx not being shown in the denoised main AOV until denoising has been done.
- OSL: Fixed assignment to short arrays where the index is not a compile time constant.
- OSL: Fixed compilation error with OSL shaders which use escape characters like "\n" and "\t" in string literals.
- OSL: In some cases we fall back to a fixed value if an OSL shader reads an undefined value
- Fixed a render failure that can happen when you quickly switch between different render targets with a baking camera.
- Fixed render failure when adding a normal texture to an environment texture.
- Fixed uncaught exceptions from OpenVDB, which fixes hang when importing certain VDB files.
- Fixed very slow ray-tracing through some levelset VDBs that are loaded as volume SDF and might result in a kernel timeout.
- Fixed network rendering of volume SDFs.
- Fixed corrupt images when multiple GPUs are compositing different output AOVs at the same time.

=============================================
RELEASE 2021.1.5.0
=============================================

* OCTANE 2021.1.5 FEATURES AND FIXES:

- Fixed an issue where SSS + fake shadow enabled was rendering too dark when it sits inside another specular material that has fake shadow enabled.
- Fixed Vectron geometry becoming invisible if the bounds pin is unconnected. We now use the default bounds in that case which are 10m x 10m x 10x.
- The Bounds input of Vectron nodes doesn't allow negative values anymore and will be clamped at 0. Old scenes with negative values are converted to use very large bounds.
- Fixed another case of SSS being a bit too bright with nested dielectric.
- Fixed incorrect material rendering if RTX is disabled, nested dielectrics are enabled and you move the camera.
- Fixed incorrect rendering of Vectron geometry.
- Fixed texture projections on SDF objects (Vectron and Volume SDFs).
- Fixed a bug where auto bump map doesn't work as expected when box projection is used.
- Fixed object layer masks of volumes which were messing up custom AOVs.
- Fixed random net render hang when no local GPUs are used for rendering.
- Fixed render error when using the baking camera with a baking group ID with empty UV data.
- Fixed issue requiring you to re-login when switching versions of Octane on some Linux distros.
- Fixed issue on Windows causing an ORBX file corruption when updating files on remote drives that have been temporarily disconnected (for example by having the computer go to sleep)

* OCTANE 2021.1.4 FEATURES AND FIXES:
- Small performance improvement for non-RTX ray-tracing.
- Improved startup times, especially on Linux.
- If an OctaneLive activation fails due to an interrupted Internet connection, we open a retry dialog and try again automatically after 20 seconds.
- Fixed authentication failures when more than 4 Octane processes try to authenticate on Linux. If a failure still occurs, we open a retry dialog and try again automatically after 4 seconds.
- Fixed incorrect rendering of materials that use a dirt texture as input of any of the channel manipulation textures (like Channel merger or Channel mapper).
- Fixed incorrect rendering of OSL textures that have an unconnected _sdf input.
- Fixed black pixels on materials that emit and which have an opacity of 0 or a general visibility of 0.
- Fixed incorrect values in volume Z-depth front AOV.
- Fixed render hang when you use the baking camera is a scene with displacement triangles.
- Fixed auto bump which may cause artefacts on vertex displacement materials that projections other than UV mapping.
- Fixed copy and pasting a geometric primitive, where the first change of the primitive type of the copied geometric primitive was ignored.

* OCTANE 2021.1.3 FEATURES AND FIXES:
- Performance optimizations for devices of all supported compute models with the exception of 8.0.
- Fixed saving of AOVs that was ignoring non-cryptomatte AOVs after the export of a cryptomatte AOV.
- Fixed the power input of a texture used as a normal map being evaluated as a normal map (see viewtopic.php?p=409683#p409683).
- Fixed incorrect application of the material layer opacity when emission is used in an universal material, resulting in wrong material layer weights (see viewtopic.php?p=410064#p410064).
- Fixed unnecessary geometry rebuilds when switching between universal camera nodes, if you use vertex displacement and the vertex displacement texture has inputs outside the root of the texture node tree (see viewtopic.php?p=409585#p409585).
- Fixed a crash when you delete a volumetric light that is connected to a render target and rendering has already started.
- OSL: Fixed crash when using certain struct constructors in OSL.
- OSL: sqrt(x) returns 0 for x < 0, as specified by OSL.
- OSL: If a geometry input on a Vectron node is not connected, the _sdf struct gets the material ID of this node by default.



Happy rendering,
Your OTOY Team
Last edited by juanjgon on Wed Jan 11, 2023 10:42 pm, edited 1 time in total.
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Re: OctaneRender 2021.1.7 LightWave EOL Tribute build

Postby pixym » Sun Dec 18, 2022 12:33 pm

pixym Sun Dec 18, 2022 12:33 pm
Hi Juanjo,
Thanks so much :-)
Work Station : MB ASUS X299-Pro/SE - Intel i9 7980XE (2,6ghz 18 cores / 36 threads) - 32GB - 2 GTX 1080 TI - Win 10 64
NET RENDER : MB Biostar TB250-BTC Pro - Celeron 2C/2T - Open "Mining" Rig - 2 RTX 2080 TI - Win 7
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Re: OctaneRender 2021.1.7 LightWave EOL Tribute build

Postby Mastoy » Sun Dec 18, 2022 12:55 pm

Mastoy Sun Dec 18, 2022 12:55 pm
This is awesome Juanjo, thank you so much !
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Re: OctaneRender 2021.1.7 LightWave EOL Tribute build

Postby pixym » Sun Dec 18, 2022 12:57 pm

pixym Sun Dec 18, 2022 12:57 pm
Workstation & Render node work fine for me.
Thanks again.
Work Station : MB ASUS X299-Pro/SE - Intel i9 7980XE (2,6ghz 18 cores / 36 threads) - 32GB - 2 GTX 1080 TI - Win 10 64
NET RENDER : MB Biostar TB250-BTC Pro - Celeron 2C/2T - Open "Mining" Rig - 2 RTX 2080 TI - Win 7
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Re: OctaneRender 2021.1.7 LightWave EOL Tribute build

Postby artzgodka » Sun Dec 18, 2022 1:27 pm

artzgodka Sun Dec 18, 2022 1:27 pm
Thanks a Lot
Win 10_Asus Z9PE-D8 WS_2xXeon E5 2696v2{3.2 GHz per core}_64 GB RAM_Zotac RTX 3090_LW 2020
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Re: OctaneRender 2021.1.7 LightWave EOL Tribute build

Postby slv » Sun Dec 18, 2022 1:39 pm

slv Sun Dec 18, 2022 1:39 pm
Hi Juanjo, thank you very very much, it's a great news.
This is super nice gift for this end of year.
We appreciate a lot.
Thank you again, my bests regards.

http://www.5500k.fr
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Re: OctaneRender 2021.1.7 LightWave EOL Tribute build

Postby Lewis » Sun Dec 18, 2022 2:44 pm

Lewis Sun Dec 18, 2022 2:44 pm
Oh, thanks Juan.

Is this working normally same as our previous Enteprise licences or this is somethinh new now ?
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Re: OctaneRender 2021.1.7 LightWave EOL Tribute build

Postby LightwaveGuru » Sun Dec 18, 2022 3:16 pm

LightwaveGuru Sun Dec 18, 2022 3:16 pm
:) thank you and have a nice christmas.

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Re: OctaneRender 2021.1.7 LightWave EOL Tribute build

Postby pixelsmack » Sun Dec 18, 2022 5:17 pm

pixelsmack Sun Dec 18, 2022 5:17 pm
Best Christmas gift ever! Our team will be very happy to see this. Thank you.
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Re: OctaneRender 2021.1.7 LightWave EOL Tribute build

Postby wireframex » Sun Dec 18, 2022 9:30 pm

wireframex Sun Dec 18, 2022 9:30 pm
Thanks a lot for it :)
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Licensed: Softimage 2012 SP1 / Lightwave 2020.2.3 / modo 15.0v3
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