OctaneRender™ 2021.1.2

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abstrax
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Hi all,

This is the second maintenance release of 2021.1, which fixes more 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 2021.1.1:
  • Reverted the conversion from color/RGB texture to grayscale back to what we were using in 2020.2 and before: Picking the red channel. In 2021.1 we changed it to use luminance instead, but that broke too many scenes where RGB image textures were used for opacity or bump.
  • Improved update speed of AI light in heavy scenes with lots of emitting geometry.
  • Toon lights have been moved from the "Emission" category to the "Light" category.
  • You can now set log flags using the -D parameter when starting a net render node directly via the command line.
  • Fixed render failure when nested dielectrics are enabled and the scene contains lots of overlapping geometry.
  • Fixed crash when saving HDR render passes if cryptomatte is enabled with info kernel.
  • Fixed Octane hanging under rare circumstances when Cryptomatte AOVs are exported.
  • Fixed crash when a user instance ID Cryptomatte AOV is being saved.
  • Fixed crash of net render nodes if the scene uses PMC + info AOVs.
  • Fixed artefacts in interactive render region when Cryptomatte is used with network rendering.
  • Fixed handling of negative values in IOR maps, to make sure it behaves the same as in 2020.2.
  • Fixed glossy material inside glass looking wrong with nested dielectrics
  • Fixed incorrect/not working vertex displacement on Ampere GPUs.
  • Fixed rounded edges to not to render correctly on Turing GPUs with scenes that have both static and moving instances.
  • Fixed copying of OSL texture nodes that have image files as inputs, which broke some scenes when being rendered in the batch render script.
  • Fixed missing material pins when Alembic scene is loaded in Octane (see viewtopic.php?p=407982#p407982).
  • Fixed net rendering with "AI light update" enabled causing visible discontinuities at the boundary of tiles.
  • Fixed multiple application of the placement of an SDF/Vectron if it consists of nested SDFs/Vectron nodes (e.g. using an Vectron Union).
  • Fixed incorrect value in P if an SDF is evaluated directly and as an input for a "Volume to texture" node.
  • Fixed incorrect subsampling of shadow passes.
  • Fixed tangent normal AOV to always apply bump/normal mapping (see viewtopic.php?p=408681#p408681).
  • Fixed alpha operation "Blend mode" of composite output AOV node, which was causing blending operation to produce incorrect result. This fixes discrepancies between the main AOV and a combination of the light AOVs.
  • Fixed "Opacity" setting of "Composite AOV output layer" which wasn't applied correctly.
  • Fixed missing updates when the scene changes while a Cryptomatte AOV is being tonemapped.
  • Removed spaces from exported Cryptomatte EXR layers as Nuke couldn't deal with them.
  • Fixed broken render passes export dialog after previously saving deep EXR, when deep image is no longer enabled.
  • Standalone: If the default scene has some broken links that got resolved by the user, the new project will be flagged as dirty (see viewtopic.php?p=408305#p408305).
  • Standalone: Fixed script error if you run a render job more than once.
  • Standalone: Fixed the layout of the render passes export configuration panel in the application preferences dialog.

Downloads

Downloads for Enterprise subscription users:

OctaneRender Enterprise 2021.1.2 Standalone for Windows (installer)
OctaneRender Enterprise 2021.1.2 Standalone for Windows (ZIP archive)
OctaneRender Enterprise 2021.1.2 Standalone for Linux

OctaneRender Enterprise 2021.1.2 Node for Windows (installer)
OctaneRender Enterprise 2021.1.2 Node for Windows (ZIP archive)
OctaneRender Enterprise 2021.1.2 Node for Linux

Downloads for Studio subscription users:

OctaneRender Studio 2021.1.2 Standalone for Windows (installer)
OctaneRender Studio 2021.1.2 Standalone for Windows (ZIP archive)
OctaneRender Studio 2021.1.2 Standalone for Linux

Demo downloads:

OctaneRender Demo 2021.1.2 Standalone for Windows (installer)
OctaneRender Demo 2021.1.2 Standalone for Windows (ZIP archive)
OctaneRender Demo 2021.1.2 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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Kalua
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Thanks, team!
Regards,
C4D 2025.1.1 Octane 2025.2.1 v1.5.1, <<2 X 3090 + NVlink>>, Windows 10, X399, AMD TR 1950X, 128 GB RAM, NVIDIA SD 552.22
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PolderAnimation
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Thanks for the update!
Win 10 64bit | RTX 3090 | i9 7960X | 64GB
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PolderAnimation
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I posted this before but I still have the problem of recalculating vector displacement map when adjusting other things (like changing camera, or removing or adding things in groups) then the one that has a vector displacement map.

"My scene becomes extremely slow when changing camera when I use displacement. If I switch between different camera's I have to wait over minute before it start rendering, in the left hand corner is says 'ai scene'.
I have the feeling it calculates the displacement every time I adjust something in de scene even if it has nothing to do with the vertex displacement."

viewtopic.php?f=24&t=78621&p=407118#p407118

I send this to the email of Marcus at the time. If you want me to resend it I can do that.

Let me know.
Win 10 64bit | RTX 3090 | i9 7960X | 64GB
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abstrax
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PolderAnimation wrote:I posted this before but I still have the problem of recalculating vector displacement map when adjusting other things (like changing camera, or removing or adding things in groups) then the one that has a vector displacement map.

"My scene becomes extremely slow when changing camera when I use displacement. If I switch between different camera's I have to wait over minute before it start rendering, in the left hand corner is says 'ai scene'.
I have the feeling it calculates the displacement every time I adjust something in de scene even if it has nothing to do with the vertex displacement."

viewtopic.php?f=24&t=78621&p=407118#p407118

I send this to the email of Marcus at the time. If you want me to resend it I can do that.

Let me know.
Yes I replied to you back then that the issue was fixed in 2021.1.1. It seems it came back in 2021.1.2 though. Going to have a look at it.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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PolderAnimation
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abstrax wrote:
PolderAnimation wrote:I posted this before but I still have the problem of recalculating vector displacement map when adjusting other things (like changing camera, or removing or adding things in groups) then the one that has a vector displacement map.

"My scene becomes extremely slow when changing camera when I use displacement. If I switch between different camera's I have to wait over minute before it start rendering, in the left hand corner is says 'ai scene'.
I have the feeling it calculates the displacement every time I adjust something in de scene even if it has nothing to do with the vertex displacement."

viewtopic.php?f=24&t=78621&p=407118#p407118

I send this to the email of Marcus at the time. If you want me to resend it I can do that.

Let me know.
Yes I replied to you back then that the issue was fixed in 2021.1.1. It seems it came back in 2021.1.2 though. Going to have a look at it.
Thanks
Win 10 64bit | RTX 3090 | i9 7960X | 64GB
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PolderAnimation
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For some reason there is a difference between linking an float node (with a value of less then 1) in to the power of an normal map. Or mixing the float with its self and then putting it in the normal map power slot.
If I put the normal map in the diffusecolor of an diffuseshader it looks visual the same, but when putting it in the normal slot its not working properly.
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john_otoy
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PolderAnimation wrote:For some reason there is a difference between linking an float node (with a value of less then 1) in to the power of an normal map. Or mixing the float with its self and then putting it in the normal map power slot.
If I put the normal map in the diffusecolor of an diffuseshader it looks visual the same, but when putting it in the normal slot its not working properly.
Thanks for the report
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PolderAnimation
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I have a question about a feature request I had for a while.
Is there any news on references (livegroups) of shaders? It would be great to have the option to live link to an shader on disk. So if a shader has to be changed in an project you can just publish the shader and all your files are updated.
At the moment we have to edit all the ocs files by hand. Is this something that is on the roadmap?

I also posted this in the request area:
https://render.otoy.com/requests/?qa=64 ... -ocs-files

let me know
Win 10 64bit | RTX 3090 | i9 7960X | 64GB
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SSmolak
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I think that something wrong is with Sun Intensity in Hosek Wilkie Model. As I remember in the first implementation there was possibility to completly turn it off for simulate ambient, cloudy lighting. Now only its shadow dissapear but Sun lighting is still visible and more noticeable. For example in Octane daylight mode there is way to completly turn it off.
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