OctaneRender™ 2021.1.1

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OctaneRender™ 2021.1.1

Postby abstrax » Mon Dec 20, 2021 3:57 am

abstrax Mon Dec 20, 2021 3:57 am
Hi all,

This is the first maintenance release of 2021.1., which fixes various bugs and issues.

You can find an overview of all new features and improvements of version 2021.1 here.

This version supports all current NVIDIA GPUs with compute model 3.5 or higher. Please make sure to use a NVIDIA Studio driver with version at least 456.38 on Windows or 455.23 on Linux.


Changes since OctaneRender 2021.1:

  • Added Cryptomatte AOVs for mattes based on the render layer, user instance ID and geometry node name of an object.
  • The Alembic and FBX import and export try to keep node names intact as much as possible.
  • Brought back the option "Emulate old volume behaviour" to the kernel nodes.
  • Added a small offset to cell noise and the checkerboard texture to avoid artefacts on axis aligned planes that lie exactly on the face of a checkboard / cell cube.
  • Overhauled the way how render work is distributed to local and remote GPUs: The main idea is to reassign already assigned but unfinished work to available GPU when there is no more unassigned work left. This avoids that net rendering may hang due to unfinished work, because some intermediate result got lost. It may also reduce the render time when the local GPUs are out of work but Octane is still waiting for one or more render nodes to finish and return their result.
  • Fixed clipping material that is a vectron mesh not working correctly as it casts shadows over other materials its clipping.
  • Fixed emission with "Visible on diffuse" disable still being visible on universal materials with a coating (see viewtopic.php?f=86&t=78865).
  • Fixed render failure on render nodes if AI light is enabled for sphere light primitives.
  • Fixed render failure in scenes with mix materials when clay mode is enabled.
  • Fixed render hang if you use an environment texture that uses the "Sample position" texture and if "Importance sampling" is enabled.
  • Fixed render failure when you use a texture with projection "Sample pos. to UV" for vertex displacement.
  • Fixed light linking through transparency surfaces giving unexpected results.
  • Fixed incorrect Vectron® bounding boxes if there are object layer maps in the node tree.
  • Fixed noise pass not applying gamma when an OCIO view is selected.
  • Fixed denoiser not working on CPUs without AVX support.
  • Fixed mismatch between the main AOV with post FX enabled and the composite of the main AOV with the post-processing AOV.
  • Fixed a bug where skeletal animation doesn't work if the joint node is not animated.
  • Fixed crash in the FBX export if an exported material has a bump map (see viewtopic.php?p=406531#p406531).
  • Fixed issue that caused some meshes of FBX files not being loaded.
  • Fixed loading of FBX files with relative image paths.
  • Fixed failure to write OpenEXR files to paths that contain characters that are not in the current ANSI code page.
  • Fixed render timer not starting if no local GPUs are used for rendering.
  • Fixed the cuDNN download for the demo version on systems that didn't run OctaneRender before.
  • OSL: Fixed raytype("shadow") for volume scattering and absorption textures.
  • OSL: Fixed referencing of vertex attributes via unconnected OSL input variable.
  • Standalone: Rearranging items in the node graph editor can now be undone.
  • Standalone: Dragging a renderable item in the node graph editor will not start rendering. Only clicking on a renderable item does.
  • Standalone: To help with Cryptomatte, you can now rename material, volume and object layer nodes in the node inspector even if they are owned by a pin.
  • Standalone: Gizmos are now taking the lens shift of the camera into account.
  • Standalone: Fixed incorrect focus on input linker when "Show in graph editor" is selected for a material node that is connected to a scene node graph.
  • Standalone: Increased the maximum frame rate of various animation and batch render scripts and jobs to 1000 fps, to make it consistent with the animation settings node (see viewtopic.php?p=407384#p407384).


Downloads

Downloads for Enterprise subscription users:

OctaneRender Enterprise 2021.1.1 Standalone for Windows (installer)
OctaneRender Enterprise 2021.1.1 Standalone for Windows (ZIP archive)
OctaneRender Enterprise 2021.1.1 Standalone for Linux

OctaneRender Enterprise 2021.1.1 Node Windows (installer)
OctaneRender Enterprise 2021.1.1 Node for Windows (ZIP archive)
OctaneRender Enterprise 2021.1.1 Node for Linux

Downloads for Studio subscription users:

OctaneRender Studio 2021.1.1 Standalone for Windows (installer)
OctaneRender Studio 2021.1.1 Standalone for Windows (ZIP archive)
OctaneRender Studio 2021.1.1 Standalone for Linux

Demo downloads:

OctaneRender Demo 2021.1.1 Standalone for Windows (installer)
OctaneRender Demo 2021.1.1 Standalone for Windows (ZIP archive)
OctaneRender Demo 2021.1.1 Standalone for Linux


Happy rendering
Your OTOY team
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Re: OctaneRender™ 2021.1.1 [current 2021.1]

Postby Despot » Wed Dec 22, 2021 9:50 am

Despot Wed Dec 22, 2021 9:50 am
Splendid guys... thanks so much for resurrecting 'emulate old volume behaviour' - it's made my day...

Merry Christmas and a Happy New Year to all at Otoy

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Re: OctaneRender™ 2021.1.1 [current 2021.1]

Postby PolderAnimation » Sat Dec 25, 2021 10:14 am

PolderAnimation Sat Dec 25, 2021 10:14 am
I looks like the pin names of an alembic node are not coming through correctly in this version. (same goes for 2022).
This was correct in all the previous versions including 2021.1.
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Re: OctaneRender™ 2021.1.1 [current 2021.1]

Postby john_otoy » Sat Dec 25, 2021 2:10 pm

john_otoy Sat Dec 25, 2021 2:10 pm
PolderAnimation wrote:I looks like the pin names of an alembic node are not coming through correctly in this version. (same goes for 2022).
This was correct in all the previous versions including 2021.1.


Can you please PM me a file that works as expected in 2021.1, but not in 2021.1.1?
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Re: OctaneRender™ 2021.1.1 [current 2021.1]

Postby PolderAnimation » Sun Dec 26, 2021 1:24 pm

PolderAnimation Sun Dec 26, 2021 1:24 pm
Here a screenshot and 2 orbx files.
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Re: OctaneRender™ 2021.1.1 [current 2021.1]

Postby john_otoy » Sun Dec 26, 2021 1:49 pm

john_otoy Sun Dec 26, 2021 1:49 pm
PolderAnimation wrote:Here a screenshot and 2 orbx files.


Thanks for the report. We'll look into it.
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Re: OctaneRender™ 2021.1.1 [current 2021.1]

Postby PolderAnimation » Mon Dec 27, 2021 9:24 am

PolderAnimation Mon Dec 27, 2021 9:24 am
I have another question (maybe bug report).

If you render an image and use a render layer set to 'Active layer ID: 1". Every object that does not have a number 1 as active render layer ID will not be visible (not even in alpha).

But when viewing this same image in deep (putting your pixels in 3D space) you will see black 3d pixels. Is this correct?

I made two images (but they are under NDA so everything that is red is something I masked out). The shot contains 2 characters that are running and in the air are flying stuff and behind them are clouds.
Image one is the alpha of the render viewed in 2D space (in Nuke). And as you can see the clouds are not visible.
Image two is the same images but the pixels are put in 3D space, as you can see the clouds are visible here but are black.

I am new to deep compositing so I am not sure if this is the correct behavior but I don't this this is something you would want.
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Re: OctaneRender™ 2021.1.1 [current 2021.1]

Postby PolderAnimation » Mon Dec 27, 2021 10:42 am

PolderAnimation Mon Dec 27, 2021 10:42 am
A small request. If you expand an pin in octane it get the name of what the node is called. For example greyscale color.
But it would be nicer to have it state what is is. Like for example roughness.
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Re: OctaneRender™ 2021.1.1 [current 2021.1]

Postby Tim_Twisted » Wed Jan 05, 2022 1:05 pm

Tim_Twisted Wed Jan 05, 2022 1:05 pm
Hi Abstrax,

Any ETA on the render node 2021.1.1 update? I noticed the standalone and different plugins get updated quite fast but the render node version is always lagging behind since it is still on 2021.1 .
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Re: OctaneRender™ 2021.1.1 [current 2021.1]

Postby john_otoy » Wed Jan 05, 2022 9:23 pm

john_otoy Wed Jan 05, 2022 9:23 pm
Tim_Twisted wrote:Hi Abstrax,

Any ETA on the render node 2021.1.1 update? I noticed the standalone and different plugins get updated quite fast but the render node version is always lagging behind since it is still on 2021.1 .



Hi Tim, the render node links are in the first post, or did you mean something else?

OctaneRender Enterprise 2021.1.1 Node Windows (installer)
OctaneRender Enterprise 2021.1.1 Node for Windows (ZIP archive)
OctaneRender Enterprise 2021.1.1 Node for Linux
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