OctaneRender™ Standalone 3.06.4

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abstrax
OctaneRender Team
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Location: Auckland, New Zealand

Hi all,

Two more issues got reported just as we had released 3.06.3... Since they were annoying enough, we wanted to have them fixed as quickly as possible. Apologies for any inconvenience that might cause.


Changes since version 3.06.3:
  • Fixed missing application of the pixel aspect ratio in thin-lens cameras with camera motion blur.
  • Fixed crash during tone-mapping of the noise pass when the baking camera is used.

Downloads for users with a regular license

regular version for Windows (installer)
regular version for Windows (ZIP archive)
regular version for Mac OS X (DMG image)
regular version for Linux (ZIP archive)


Downloads for users with a subscription license

subscription version for Windows (installer)
subscription version for Windows (ZIP archive)
subscription version for Mac OS X (DMG image)
subscription version for Linux (ZIP archive)


Demo version downloads

demo version for Windows (installer)
demo version for Windows (ZIP archive)
demo version for Mac OS X (DMG image)
demo version for Linux (ZIP archive)


Photoshop workflow plugin download

A new version of the Photoshop plugin (1.0.5) has been made available, containing the following changes:
  • Added support for noise layer added in v3.06.
  • Added support for Photoshop 2017.
You can download and install the plugin either via the Adobe Exchange platform (the latest version still needs to be approved by Adobe, so it may take some time to show up) or you can download it from the link below and manually install it.

Windows and Mac OS X
Photoshop extension (v1.0.5) (ZXP archive)


Happy rendering,
Your OTOY NZ Team
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
DinoMuhic
OctaneRender Team
Posts: 193
Joined: Wed Mar 25, 2015 10:24 pm

Nice! Those are my two bug I reported. Thanks for the quick fix!!
calus
Licensed Customer
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Location: Paris

Since 3.6.1 core, the randomization of the random color node give a different result.
ColorRandomizationBreakage.orbx
octane_2017-06-17_11-47-13.png
in 3.6

octane_2017-06-17_11-44-49.png
in 3.6.4


Is there a way to match 3.6 randomization ? maybe a particular seed number ?


_
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Pascal ANDRE
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abstrax
OctaneRender Team
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Location: Auckland, New Zealand

calus wrote:Since 3.6.1 core, the randomization of the random color node give a different result.
ColorRandomizationBreakage.orbx
octane_2017-06-17_11-47-13.png
in 3.6

octane_2017-06-17_11-44-49.png
in 3.6.4


Is there a way to match 3.6 randomization ? maybe a particular seed number ?
Hmm, that was my fault. The colours are all shifted by 1. I don't think you can achieve the original colours with the a different random seed. I will fix it with the next release.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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BorisGoreta
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Is it normal to have a constant 35% CPU usage on slaves running on i7-4790 CPUs @ 3.6 GHz ?

When rendering starts CPU usage is 3 % and then gradually climbes to 35% in a period of 2 minutes and then stays there until the rendering is finished.

I screen captured the state when they were around 25%.

Behaviour is not consistent, sometimes thay stay around 5% all the time and don't climb.
Capture.JPG
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abstrax
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BorisGoreta wrote:Is it normal to have a constant 35% CPU usage on slaves running on i7-4790 CPUs @ 3.6 GHz ?

When rendering starts CPU usage is 3 % and then gradually climbes to 35% in a period of 2 minutes and then stays there until the rendering is finished.

I screen captured the state when they were around 25%.

Behaviour is not consistent, sometimes thay stay around 5% all the time and don't climb.
Capture.JPG
I think it depends on the used kernel and the render speed of a particular scene. During rendering the slave mostly does three tasks: Calling kernels, collecting and compiling results and sending the collected results to the master. I would expect, blending the results would be the main user of the CPU cycles, especially if you use the PMC kernel. If the rendering is very fast, it constantly has to merge render results into some intermediate buffers which is done on the CPU. I'm not sure how much the CPU is used to send results, but in theory it shouldn't be much. You can minimize the amount of data to send from slave to master by enabling the option "minimize net traffic" in the kernel settings. This would also reduce the number of tiles that need to be kept on the slaves, i.e. use less memory.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

PLEASE!!!!!!!!!!!!!!!!

Guys, please add sample spinners to combat noise for DOF specular noise and daylight scatter octane volume medium noise. It is impossible to work with them. Even hundreds of thousands samples do not fix the problem. other renderers do not have these issues. I mentioned 10 times i think an no reasonable answer about these problems. This is poor looking rendering quality that should be addressed

thank you
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BorisGoreta
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I have had the same problem many times, luminous objects inside medium are very bad because they are not sampled properly meaning not balanced with the rest of the image.

The specular DOF problem can be addressed somewhat with adaptive sampling.
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nuno1980
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@coilbook and @BorisGoreta: Try to pick any region ("render region picking mode" icon)? This helps to reduce fastly noises. :)
NOTE: I'm sorry for bad english due to mute ;)

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