OctaneRender™ 2018.1.3 [current 2018.1.x]

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OctaneRender™ 2018.1.3 [current 2018.1.x]

Postby abstrax » Wed May 22, 2019 2:08 am

abstrax Wed May 22, 2019 2:08 am
Hi all,

This is another maintenance release for some issues we have come across. We are not anticipating any more significant changes for 2018, but there will probably at least another maintenance release in the not too distant future.

To use Octane 2018.1, you need to have a Studio or Enterprise subscription license. To use network render, you need to have an Enterprise license.
We recommend that you upgrade your NVIDIA driver to version 419.17 or newer. There have been some critical fixes in this newer version.


For introductory material on Octane 2018, please see the 2018.1 release post.


Changes since 2018.1.2:

  • Change to naming for Cryptomatte IDs: If materials are wrapped in node graphs, the name in the Cryptomatte layers will be the node graph name without the linker name if the node graph has only one linker output. Brought back the period '.' between the node name and the numerical node ID when using the distinct node variant.
  • Clamp FBX animation interval start time to avoid getting negative frames sometimes.
  • Fixed a rare render failure.
  • Fixed a possible crash in some scenes with animated joints.
  • Fixed emission if "keep instance power" is enabled, but sampling rate is 0.
  • Fixed GGX BRDF when looking perfectly perpendicular to the surface tangent.
  • Fixed a bug causing the volume step length to not be taken into account for shadow rays.
  • Fixed object transforms in OSL for volumes and volume SDFs.
  • Fixed sun disappearing before it reaches the horizon in planetary mode (when altitude from the ground is arbitrarily high).
  • Fixed import of geometry offsets of FBX in some cases (see viewtopic.php?p=353284#p353284 and viewtopic.php?p=353457#p353457).
  • Fixed mistake causing the names and labels of some dynamic pins returned by the Lua API to be empty.
  • Fixed display of pin groups if one of these pins is connected to a node graph.
  • Fixed clipping of IP addresses in the network render preference panel.
  • Lua: Fixed Lua stack overflow when using octane.gui.bind().
  • Lua: Fixed wrong color highlighting of a multi-line string in the Lua editor window.


Downloads

Downloads for users with an Enterprise subscription license
OctaneRender Enterprise for Windows (installer)
OctaneRender Enterprise for Windows (zip)
OctaneRender Enterprise for Mac OS
OctaneRender Enterprise for Linux

Downloads for users with a Studio subscription license
OctaneRender Studio for Windows (installer)
OctaneRender Studio for Windows (zip)
OctaneRender Studio for Mac OS
OctaneRender Studio for Linux

Demo downloads
OctaneRender Demo for Windows (installer)
OctaneRender Demo for Windows (zip)
OctaneRender Demo for Mac OS
OctaneRender Demo for Linux


Happy rendering,
Your OTOY Team
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Re: OctaneRender™ 2018.1.3 [current 2018.1.x]

Postby abstrax » Wed May 22, 2019 2:10 am

abstrax Wed May 22, 2019 2:10 am
Just as a heads up: We are still working on some issues for one feature, but we are hoping to get 2019.1 XB2 out this week. Apologies for the delay.
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Re: OctaneRender™ 2018.1.3 [current 2018.1.x]

Postby funk » Thu May 23, 2019 2:46 pm

funk Thu May 23, 2019 2:46 pm
Thanks OTOY
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Re: OctaneRender™ 2018.1.3 [current 2018.1.x]

Postby ramone163 » Sun May 26, 2019 9:28 am

ramone163 Sun May 26, 2019 9:28 am
abstrax wrote:Just as a heads up: We are still working on some issues for one feature, but we are hoping to get 2019.1 XB2 out this week. Apologies for the delay.


by Haze. Apr 30:
Currently, XB2 is planned for this week

So this means that we will see XB2 maybe next month? and plugins at the end of the year? But I can tell you 100% what will be next. At the and of the year we will have 2019 Max plugin, but with bugs. And you will announce Octane 2020 and tell us to wait for 2020.1, everything will be working. And so on... and so on...

I really do not understand why you need so many versions. 2018, 2019. And maybe you already working on ver. 2020 and ver. 2024? Maybe better to concentrate on one version?
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Re: OctaneRender™ 2018.1.3 [current 2018.1.x]

Postby Notiusweb » Sun Jun 02, 2019 5:42 pm

Notiusweb Sun Jun 02, 2019 5:42 pm
Any known benefits/limitations to NVidia's 430.86 Studio driver?
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Re: OctaneRender™ 2018.1.3 [current 2018.1.x]

Postby Zay » Fri Jul 05, 2019 11:29 am

Zay Fri Jul 05, 2019 11:29 am
Did something chance in this version? I get a lot of "AI scene caching mem 1/3". Everything freezes when it does that.
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Re: OctaneRender™ 2018.1.3 [current 2018.1.x]

Postby Zay » Sun Jul 07, 2019 6:52 pm

Zay Sun Jul 07, 2019 6:52 pm
Zay wrote:Did something chance in this version? I get a lot of "AI scene caching mem 1/3". Everything freezes when it does that.


Aha! Found the problem. Never realized Octane Standalone doing the "AI scene: Caching mesh" thing before now as it is done so fast - until now.

In one scene I had an OBJ with 2 figures. That OBJ caches in 3 seconds. I wanted to hide 1 of the figures, so in my 3D program I just scaled it to 0.1% and reloaded the OBJ. Now the scene caches in 20 seconds (100% CPU load while it is doing that). I could still see a tiny little spot from the scaled down figure, so I moved it 20KM out of the scene - still scaled down. I reloaded the scene and now it was caching the mesh for over 12 minutes before I killed Octane through task manager! If I scale it back to normal size - still 20km out of the scene - it would cache in 3 seconds again.

Why is this happening when scaling?
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Re: OctaneRender™ 2018.1.3 [current 2018.1.x]

Postby haze » Tue Jul 09, 2019 1:02 am

haze Tue Jul 09, 2019 1:02 am
Zay wrote:
Zay wrote:Did something chance in this version? I get a lot of "AI scene caching mem 1/3". Everything freezes when it does that.


Aha! Found the problem. Never realized Octane Standalone doing the "AI scene: Caching mesh" thing before now as it is done so fast - until now.

In one scene I had an OBJ with 2 figures. That OBJ caches in 3 seconds. I wanted to hide 1 of the figures, so in my 3D program I just scaled it to 0.1% and reloaded the OBJ. Now the scene caches in 20 seconds (100% CPU load while it is doing that). I could still see a tiny little spot from the scaled down figure, so I moved it 20KM out of the scene - still scaled down. I reloaded the scene and now it was caching the mesh for over 12 minutes before I killed Octane through task manager! If I scale it back to normal size - still 20km out of the scene - it would cache in 3 seconds again.

Why is this happening when scaling?


My best guess currently is that this very small geometry is triggering some singularity in our geometry pipeline, and it takes longer to cache as a result.

As a workaround, please consider exporting the obj with multiple objects (depends on your 3D app on how that works), and adjust the opacity of the object, or just give it a material with zero opacity. Even better, but assuming it is not an option in your scenario - delete the object from the obj.

Geometry caching is not essential for rendering. It does speed up rendering, but if you'd rather have more CPU cycles free, please check your Preferences in standalone - you can reduce the number of cores Octane will use for this and other intensive processes.
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Re: OctaneRender™ 2018.1.3 [current 2018.1.x]

Postby Zay » Fri Aug 09, 2019 10:06 pm

Zay Fri Aug 09, 2019 10:06 pm
For some reason when I made a package of a scene, it didn't pack one texture. So when I tried open the scene again Octane crashed.

Not the first time I see this. If I open the scene in 4.0 Octane it will give and error saying it is missing the texture in the package. You click ok and the scene will continue to load. You can then add the missing texture. But in v2018 and v2019 they just crash if a texture is missing in the package.
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Re: OctaneRender™ 2018.1.3 [current 2018.1.x]

Postby Zay » Sat Aug 31, 2019 5:22 pm

Zay Sat Aug 31, 2019 5:22 pm
Before Octane usually starts up in 5 to 6 seconds. But recently I've noticed I have to wait 1 minute before it starts. Any reason for that?
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