OctaneRender™ 2020.1.3 [superseded by 2020.1.4]

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OctaneRender™ 2020.1.3 [superseded by 2020.1.4]

Postby mojave » Sat Jun 20, 2020 6:19 am

mojave Sat Jun 20, 2020 6:19 am
Dear all,

We are happy to share a new release of Octane.

Octane 2020.1.3 is our latest maintenance update and the version currently recommended for production use.

Make sure to use a NVIDIA Studio driver with version at least 435.80 for Windows or 435.12 for Linux to enable support for RTX hardware acceleration. There are no OSX drivers that currently support RTX.


OctaneRender 2020.1.4 has superseded this build.

Should you find any issues with this release please report using this thread so we can make sure we provide you with the best feedback.

Changes since OctaneRender 2020.1.2:

Bugfixes:

  • Fixed regression causing VDB files of version 224 to not to load.
  • Fixed issue causing the searchbox to be canceled when clicking on the scroll bar.
  • Fixed mix material not rendering the auto-bumped normal when multi-layer material was used in one of the material slots.
  • Fixed issue causing the light pass to not to capture direct light if the cast shadows option was disabled.

Other changes:

  • Allow OSL texture and projection shaders to have multiple outputs from which Octane will use the first one.
  • Allow OSL shaders to have float output which will produce a greyscale color.

Currently under investigation:

  • Some users have reported issues with old CPUs due to AVX instructions, this affects standalone, slave and plugin builds (will be fixed in 2020.1.4).
  • Some scene updates on instances which use texture displacement make them to temporarily disappear (will be fixed in 2020.1.4).
  • CUDA error in some scenarios when using NVlink due to mismatching barriers.


Downloads

Downloads for Enterprise subscription users:

OctaneRender Enterprise 2020.1.3 Standalone for Windows (installer)
OctaneRender Enterprise 2020.1.3 Standalone for Windows (ZIP archive)
OctaneRender Enterprise 2020.1.3 Standalone for Linux
OctaneRender Enterprise 2020.1.3 Standalone for OSX

OctaneRender Enterprise 2020.1.3 Render Node for Windows (installer)
OctaneRender Enterprise 2020.1.3 Render Node for Windows (ZIP archive)
OctaneRender Enterprise 2020.1.3 Render Node for Linux
OctaneRender Enterprise 2020.1.3 Render Node for MacOS

Downloads for Studio subscription users:

OctaneRender Studio 2020.1.3 Standalone for Windows (installer)
OctaneRender Studio 2020.1.3 Standalone for Windows (ZIP archive)
OctaneRender Studio 2020.1.3 Standalone for Linux
OctaneRender Studio 2020.1.3 Standalone for OSX

Happy rendering
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Re: OctaneRender™ 2020.1.3 [current 2020.1]

Postby frankmci » Sat Jun 20, 2020 8:44 pm

frankmci Sat Jun 20, 2020 8:44 pm
It's great to see multiple node outputs starting to become a reality. Also, the "Currently under investigation" section is a very good idea, and would be good to keep updating that section between releases. It would provide a universal first place to check when experiencing problems, and could save both users and developers a lot of time, both troubleshooting, and fielding questions.

Thanks for the update!
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Re: OctaneRender™ 2020.1.3 [current 2020.1]

Postby Kalua » Sun Jun 21, 2020 3:58 pm

Kalua Sun Jun 21, 2020 3:58 pm
Thanks, team!
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Re: OctaneRender™ 2020.1.3 [current 2020.1]

Postby Lewis » Thu Jun 25, 2020 4:43 pm

Lewis Thu Jun 25, 2020 4:43 pm
Guys, please can you ADD "Perspective Correction" option to Universal Camera? That is missing currently so it's not useful for Arch-Viz stuff :(. Regular ThinLens camera has it and works perfect but new UC is missing it :(.

Thanks
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Re: OctaneRender™ 2020.1.3 [current 2020.1]

Postby james_conkle » Thu Jun 25, 2020 6:30 pm

james_conkle Thu Jun 25, 2020 6:30 pm
Thanks! This has been super stable which is very exciting :D
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Re: OctaneRender™ 2020.1.3 [current 2020.1]

Postby Kalua » Fri Jun 26, 2020 1:29 am

Kalua Fri Jun 26, 2020 1:29 am
Lewis wrote:Guys, please can you ADD "Perspective Correction" option to Universal Camera? That is missing currently so it's not useful for Arch-Viz stuff :(. Regular ThinLens camera has it and works perfect but new UC is missing it :(.

Thanks


It was corrected at this built. We now have lens shift for universal camera as well. You can get perspective correction with this.
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Re: OctaneRender™ 2020.1.3 [current 2020.1]

Postby Lewis » Fri Jun 26, 2020 6:52 am

Lewis Fri Jun 26, 2020 6:52 am
Kalua wrote:
Lewis wrote:Guys, please can you ADD "Perspective Correction" option to Universal Camera? That is missing currently so it's not useful for Arch-Viz stuff :(. Regular ThinLens camera has it and works perfect but new UC is missing it :(.

Thanks


It was corrected at this built. We now have lens shift for universal camera as well. You can get perspective correction with this.


Nope that i snot same, Thin Lens camera also has lens shift, that's nothing new and not same feature.

Look at this screen-grab,
Problem with Universal Camera and "Keep Upright" option is that it ignores Y(Bank) rotations of camera (in my case it's 17 degrees) so OpenGL and render do not match.
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Re: OctaneRender™ 2020.1.3 [current 2020.1]

Postby Kalua » Fri Jun 26, 2020 2:32 pm

Kalua Fri Jun 26, 2020 2:32 pm
Lewis wrote:
Kalua wrote:
Lewis wrote:Guys, please can you ADD "Perspective Correction" option to Universal Camera? That is missing currently so it's not useful for Arch-Viz stuff :(. Regular ThinLens camera has it and works perfect but new UC is missing it :(.

Thanks


It was corrected at this built. We now have lens shift for universal camera as well. You can get perspective correction with this.


Nope that i snot same, Thin Lens camera also has lens shift, that's nothing new and not same feature.

Look at this screen-grab,
Problem with Universal Camera and "Keep Upright" option is that it ignores Y(Bank) rotations of camera (in my case it's 17 degrees) so OpenGL and render do not match.


Yes it works:
You should use lens shift values - and you will get the very same result. No need to set "keep upright", you only need to set camera rotation straight and play with lens shift values.
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Re: OctaneRender™ 2020.1.3 [current 2020.1]

Postby Lewis » Fri Jun 26, 2020 2:40 pm

Lewis Fri Jun 26, 2020 2:40 pm
Kalua wrote:Yes it works:
You should use lens shift values - and you will get the very same result. No need to set "keep upright", you only need to set camera rotation straight and play with lens shift values.


Well that's the point i don't want camera straight, if id' want always 90 degree angles i'd not even need perspective correction :).

My point is that Thin Lens camera has same lens correction settings as universal camera so that is nothing new but UC has no perspective correction button/feature and i can't match it to my openGL in that case so it's pretty much useless for aiming camera if is not same as in OGL so it's omission and they Souths add it to Universal Camera also (they obviously have code for it since it's present on ThinLens camera already).

Not sure why are you arguing it? What is the problem if it has same options/features as ThinLens camera already has ?
Would that feature bother your workflow or what? You'd still be able to use lens correction and straight camera angles (which i do not want to do as i explained it's not matching my openGL)

I see it as win-win, no downside of including that feature - right ?

cheers
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Re: OctaneRender™ 2020.1.3 [current 2020.1]

Postby Kalua » Fri Jun 26, 2020 3:29 pm

Kalua Fri Jun 26, 2020 3:29 pm
Lewis wrote:
Kalua wrote:Yes it works:
You should use lens shift values - and you will get the very same result. No need to set "keep upright", you only need to set camera rotation straight and play with lens shift values.


Well that's the point i don't want camera straight, if id' want always 90 degree angles i'd not even need perspective correction :).

My point is that Thin Lens camera has same lens correction settings as universal camera so that is nothing new but UC has no perspective correction button/feature and i can't match it to my openGL in that case so it's pretty much useless for aiming camera if is not same as in OGL so it's omission and they Souths add it to Universal Camera also (they obviously have code for it since it's present on ThinLens camera already).

Not sure why are you arguing it? What is the problem if it has same options/features as ThinLens camera already has ?
Would that feature bother your workflow or what? You'd still be able to use lens correction and straight camera angles (which i do not want to do as i explained it's not matching my openGL)

I see it as win-win, no downside of including that feature - right ?

cheers


It doesn't bother me at all to have a "perspective correction¨check box... I just said you can achieve the very same effect with "lens shift". "Perspective correction" checkbox is a handy tool wich actually is a shift control lens.
While is not as handy as you like, you may use it as a workaround while Otoy implements a "perspective control" checkbox in Universal.
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