OctaneRender™ Standalone 3.04

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OctaneRender™ Standalone 3.04

Postby abstrax » Fri Oct 14, 2016 11:30 am

abstrax Fri Oct 14, 2016 11:30 am
Hi all,

While we are working on 3.10, we are also trying to squeeze in smaller features and generally improve things in the current development cycle. This version brings a few features that have been asked for a lot in the past plus some general improvements and bug fixes.


New features since version 3.03.4


Gradients along hair segments

We added the possibility to have a gradient along hair segments. The way how that works is that we added a new attribute to the mesh node which defines a "W" coordinate for every hair vertex. This "W" coordinate can either be loaded from the Alembic file (if provided) or will be created automatically via these preferences:
hair_import_prefs.png

If your hair strand has - say - 3 segments and these segments have a different length each, the option "Hair length" will distribute the "W" in a way that "W" goes evenly from root to tip, while the option "Segment count" will distribute the "W" independent of the segment lengths. I.e. the first segment goes from 0 to 1/3, the second segment from 1/3 to 2/3 and the last segment from 2/3 to 1.

To make use of this coordinate you create a "W coordinate" texture and use it as input texture of a gradient texture or a mix texture or something else, like so:
hair_tex_setup.png

If you then go crazy like Arturo (aka "mojave") you can do something like this:
hair_small.gif



AO ambient texture

We added a new texture pin "AO ambient texture" to the direct lighting kernel node, which allows you to specify an ambient occlusion texture which will then be used for the AO calculation instead of the environment. If the pin is not connected, the environment is used instead (as before). This is useful to get rid of the blue tint on white walls caused by the blue sky (top: no AO ambient texture, bottom: white AO ambient texture):
ao_texture.png



New render layer render option

We replaced the "Visibility only" option in the render layer node with a mode switch and added a new mode "Only side-effects", which hides the geometry of the active render layer from the camera so that the render layer passes (shadows/reflections) can capture all side-effects without being occluded by the active layer geometry.

Imagine the cube and the red sphere of the scene on the left are on render layer 2 and we enable render layers and set the active layer to 2, you would get the reflection pass in the middle for mode "Normal" and the reflection pass on the right with mode "Only side-effects":
rl_modes.png

The mode "Hide inactive layers" is equivalent to the previous option "Visibility only".

Please note, that the beauty passes will all be empty since the active layer is hidden from the camera and they only display active layer geometry.


Film region picker

Added a new picking tool which allow you to interactively set the film region in of the film settings node:
film_region_picker.png

To reset the film region to the full frame just click anywhere in the viewport.


Bump and normal maps

Bump and normal maps can now be rendered together:
bump_and_normal_map.png



New mode in falloff texture

We added a new mode to the falloff texture node which calculates the angle between the shading normal and a direction vector which you can also specify in the falloff node. This is very useful for creating effects like dust or snow:
falloff_texture.png

This new mode comes in two flavours: "Normal vs. vector 90deg" and "Normal vs. vector 180deg". The first one maxes out at 90 degrees, while the second one maxes out at 180 degrees.

The pins "normal" and "glancing" have been re-labeled to "minimum value" and "maximum value" and the old mode is called "Normal vs. eye ray".

To make allow more complex angle mappings, you can feed the falloff texture into a gradient texture and then set up whatever crazy mapping you have in mind.

Also please note, that the mix material still works the wrong way around: A mix texture of 0 selects material 2, while a mix texture of 1 selects material 1.


Render job graphs

The idea of render job graphs is to configure the rendering of image sequences (usually animations) and being able to store, duplicate and modify this configuration in a the node system of a project. This is especially helpful if such a project is uploaded to ORC and rendered there. Currently, there is no support for render job graphs on ORC yet, but it is planned to add that as soon as possible.

The render job graphs are driven by Lua scripts. You can use one of the 3 render job graphs (batch rendering / daylight animation / turntable animation), but of course it's also possible to write your own one. We will probably add more in the future.

You will find render job graphs in the node item menu of the node graph panel (left image) and here you can also see how the batch render job graph looks like (right image):
render_job_graph_overview.png

To render a render job graph, right-click on the render job graph and select "Render job...". This will open a dialog where you can specify an output directory and the result range that should be rendered:
render_job_graph_run.png



Quick layout selection

We added a new application preference to the Standalone where you can specify a directory for your layouts. All layout files that can be found in that directory are then enlisted in the "Windows" menu. To switch to a particular layout just select it from that list. To refresh the list, you can click "Rescan layout folder":
quick_layout_selection.png



Node graph editor grid

The node graph editor panels have now two new buttons:
nge_grid.png

One allows you to toggle snapping to a grid and the second allows you to toggle the display of the grid. To configure the grid size, please open the preferences and modify the option "Grid spacing".


Scene exporter

We added a new exporter class to the API which allows plugins to export scenes with animations to ORBX packages without having to track the changes and create the animators themselves. There are still some requirements on the plugin side so please bear with the plugin developers until they have integrated the functionality in their plugins.

This will help exporting more complex scenes to Standalone and uploading those to ORC.


Other changes since version 3.03.4

  • Added a new material preview type which renders the diffuse/reflection channel plus the opacity as RGBA rectangle. This is mostly useful for plugins which can use this mode to calculate a better editor display of Octane materials.
  • Improved import and export speed of OpenVDB files.
  • If the second or third UV set are not specified the first UV set will be used as a fallback.
  • Fixed gaussian spectrum textures on medium scatter pin.
  • Fixed medium absorption not giving zero absorption when there is no node attached to the absorption pin.
  • Fixed incorrect UV mapping when displacement triangles are rendered with the baking camera.
  • Fixed black pixels in displacement triangles rendered in info passes.
  • Added filtering of NaNs from info film buffer.
  • Fixed rounded edges of mix materials.
  • Fixed non-smooth rendering of triangles without a connected material node.
  • Fixed darkening by 30% of emitters with an unconnected distribution pin .
  • Fixed shadow catcher materials not being rendered when render layers are enabled.
  • Fixed too dark rendering when a daylight environment with power 0 is being used.
  • Fixed broken dirt texture in bump channel.
  • Improved resilience of the net render master against out of order messages.
  • Fixed a bug where the net render master "loses" work assignments when sub-sampling is enabled and a change is made that does NOT wipe the film buffer (e.g. changing the tonemapping settings or max. samples). As a
    result rendering never reaches the specified max. samples i.e. never finishes.
  • Fixed incorrect tonemap type when PNG-16 are saved via the "Save current render to disk." button.
  • Fixed rendering with the PMC kernel and the baking camera.
  • Fixed picking in scenes where volumes and surface geometry overlap.
  • Fixed kernel crash when "over-under stereo" is used and the "swap eyes" option is enabled.
  • Fixed orientation of the horizontal spacer in the default layout.
  • Fixed loading and saving of customized toolbars.
  • Fixed memory leak when the logging window is open and a lot of logging is happening.
  • Lua: If you write Lua script graphs and split the code into multiple files and include them using require(), Octane will keep track of them and package those additional Lua files, when the script graph gets written into a ORBX package.
  • Lua: Added octane.render.loadRenderState() and octane.render.saveRenderState to load and save the current render films / state.
  • Modules: Added ApiGuiComponent::addMouseListener(), ApiGuiComponent::removeMouseListener(), the corresponding OctaneWrap::MouseListener and OctaneWrap::GuiComponent::addMouseListener() and OctaneWrap::GuiComponent::removeMouseListener().
  • Modules: Replaced parameter shortName with parameter fullName which includes now a menu category where the command is displayed. If no category is given, the command will not appear in the module menu.
  • Modules: Added additional parameters to ApiCommandModuleInfo::ApiCommandModuleInfo() which allow you to assign shortcuts to your command module.
  • Modules: Added parameter toolbarModuleIds to ApiWorkPaneModuleInfo::ApiWorkPaneModuleInfo() which lets you specify the modules that should appear in the toolbar of the work pane. The icons are defined with the module info constructors.
  • Modules: Added ApiSpecialKeyCodes[.c] to [c]apimodule.h which can be used to defined shortcuts with special keys.


License tracking change since version 3.02

To implement the floating licensing system we need to keep track of all Octane processes that use a specific license on the computer. This way we only release/deactivate a license when no Octane process is using that license anymore. Originally we used a third-party library for that. Unfortunately there were various issues with that and caused crashes during startup in various circumstances. To fix the problem we changed it to an internal (file based) system in version 3.02. Unfortunately this separates the license usage tracking of version 3.02 and higher from the usage tracking of 3.00, 3.01 and 3.01.1.

-> Please make sure that you only run either version 3.00, 3.01 and 3.01.1 at the same time or only version 3.02 or higher.


Pascal GPU support

This build is done using the CUDA 7.5 and 8.0 toolkits on Windows. On Linux and Mac OSX we are still using CUDA 7.5 + 8.0RC but will switch with the next release. NVIDIA is still looking into various CUDA issues and we haven't done any further Pascal specific optimizations yet, but from what we can tell, the Pascal GPUs seem to run fine so far, and there has been no difference between CUDA 8.0RC and 8.0.


OctaneRender Standalone downloads

Windows
- 64-bit commercial version (installer)
- 64-bit commercial version (ZIP archive)
- 64-bit demo version (installer)
- 64-bit demo version (ZIP archive)

Mac OS X
- 64-bit commercial version (DMG image)
- 64-bit demo version (DMG image)

Linux
- 64-bit commercial version (ZIP archive)
- 64-bit demo version (ZIP archive)


Photoshop workflow plugin download

You can download and install the plugin either via the Adobe Exchange platform or you can download it from the link below and manually install it.

Windows and Mac OS X
- Photoshop extension (v1.0.3) (ZXP archive)


Happy rendering,
Your OTOY NZ Team
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Re: OctaneRender™ Standalone 3.04 [current 3.xx]

Postby gah5118 » Fri Oct 14, 2016 2:50 pm

gah5118 Fri Oct 14, 2016 2:50 pm
awesome!

love the batch render node. One improvement that would be great; add the file path selection to the main node rather than asking when running the render. This way, the node can be saved to your localdb and reused with the same settings every time.
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Re: OctaneRender™ Standalone 3.04 [current 3.xx]

Postby Refracty » Fri Oct 14, 2016 7:45 pm

Refracty Fri Oct 14, 2016 7:45 pm
Wow, great work Marcus & Team.

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Re: OctaneRender™ Standalone 3.04 [current 3.xx]

Postby Elvissuperstar007 » Fri Oct 14, 2016 7:48 pm

Elvissuperstar007 Fri Oct 14, 2016 7:48 pm
е..пать колотить ..... ))))))))) suppper
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Re: OctaneRender™ Standalone 3.04 [current 3.xx]

Postby gah5118 » Fri Oct 14, 2016 8:30 pm

gah5118 Fri Oct 14, 2016 8:30 pm
Another idea for the batch render job node, is adding an output. This output would connect to a "master batch render job" node which when executed will process through all connected batch render job nodes. This way you can click a button and step away without having to process multiples if needed.
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Re: OctaneRender™ Standalone 3.04 [current 3.xx]

Postby coilbook » Fri Oct 14, 2016 9:53 pm

coilbook Fri Oct 14, 2016 9:53 pm
Thank you for ambient texture node. No more blue looking AO now it looks like diffuse!

By the way someone said they will support Madcar 3ds max tracks texture where car can leave tracks> Do you know by chance when it will happen
viewtopic.php?f=27&t=55556&p=284907&hilit=madcar#p284907
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Re: OctaneRender™ Standalone 3.04 [current 3.xx]

Postby doca » Sat Oct 15, 2016 12:55 am

doca Sat Oct 15, 2016 12:55 am
I think that light ID render passes are not rendered correctly. They look darker. Also, object layer color pass looks wrong in compositing (this one I'll check again).
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Re: OctaneRender™ Standalone 3.04 [current 3.xx]

Postby abstrax » Sat Oct 15, 2016 1:06 am

abstrax Sat Oct 15, 2016 1:06 am
doca wrote:I think that light ID render passes are not rendered correctly. They look darker. Also, object layer color pass looks wrong in compositing (this one I'll check again).

Please make sure that you work in linear colour space otherwise you can't just add things up (due to the non-linearity of the camera response curves and gamma etc.). If you do and it still doesn't add up, please post/send me a scene so I can verify and fix if necessary.
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Re: OctaneRender™ Standalone 3.04 [current 3.xx]

Postby kaiwas » Sat Oct 15, 2016 9:34 am

kaiwas Sat Oct 15, 2016 9:34 am
Elvissuperstar007 wrote:е..пать колотить ..... ))))))))) suppper

Могучий русский язык )))
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Re: OctaneRender™ Standalone 3.04 [current 3.xx]

Postby boeing727223 » Sat Oct 15, 2016 11:07 am

boeing727223 Sat Oct 15, 2016 11:07 am
Hello,

I tested the render view port window re-sizing. I found that when you right click render viewport checkmark box and maximize the render viewport window...then minimize the render view port I lose the ability to resize the render view port window.
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