OctaneRender® 2022.1.2 [current 2022.1]

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OctaneRender® 2022.1.2 [current 2022.1]

Postby abstrax » Thu Aug 03, 2023 12:03 am

abstrax Thu Aug 03, 2023 12:03 am
Hi all,

This is an update to bring you several fixes and improvements to 2022.1, while we are moving towards a stable 2023.1.

Important: if using macOS, we strongly recommend that you update to version 13.3. Prior to 13.3, there is an OS related issue that causes a render failure consistently if you render for long periods of time.


Changes since Octane 2022.1.1

Improvements

  • Added support for the longPathAware Windows feature, which is supported in Windows 10 and later. It must be enabled in registry.
  • Added option Cast photons to the environment nodes, to improve photon mapping of environment maps if they contain small bright spots (similar to the option Importance sampling).
  • Improved environment photon mapping when using very large ground planes.
  • Improved photon sampling from light sources.
  • Improved behaviour of rounded edges shader in edges with large angles.
  • Improved frequency of viewport updates when using the photon tracing kernel.
  • Improved performance of preprocessing steps when using displacement mapping.
  • OSL: Implemented isconnected() in the OSL API.
  • Standalone: Added --sign-out command line argument. This signs out from your OTOY account, releases all licensees in use in the current machine and exits the application.
  • Standalone: Added Alt+X keyboard shortcuts for the window menu (Windows and Linux)
  • Standalone: Allow jumping to menu items by pressing letter keys.
  • Standalone: Improved scroll wheel gestures. This avoids unintentional pin value changes when scrolling the node graph inspector.
  • Standalone: Improved UDIM selection dialog.
  • Lua: Added octane.common.time(). This returns the time in the same format as octane.file.getModifiedTime(), and has higher resolution than os.time() (which returns whole seconds).

Fixes

  • Fixed render failure (stuck at 0 SPP) when a Layered Material only has an empty Material Layer Group attached to its layer inputs.
  • Fixed render failure when enabling clay mode.
  • Fixed crash when changing parallel samples on PMC.
  • Fixed possible crash on shutdown.
  • Fixed fast rounded edges not working when RTX is enabled and the smooth option of the material is disabled.
  • Fixed incorrect motion blur evaluation in scenes mixing instances with and without motion when RTX was on.
  • Increased total amount of memory that can be used for displacement maps from 4GB to 8GB on Maxwell GPUs or later architectures.
  • Fixed hang when loading a mesh to VDB node with small import scale.
  • Fixed smooth shadow terminator for motion triangles.
  • Fixed calculation of Vectron bounding box from inputs on Vectron union.
  • Fixed handling of scatter nodes in Vectron node trees. Note that this is suitable only for a small amount of instances, every instance in the scatter node has to be evaluated, so calculation time goes up linearly with the amount of instances.
  • Fixed subsurface scattering in areas where something with fake shadows clips something with scattering and without fake shadows.
  • Fixed changing appearance of specular coatings when changing material opacity.
  • Fixed incorrect rendering of multi-layered materials in the tangent AOV.
  • Fixed nested dielectrics with medium not working if some of the geometry involved are Vectron primitives.
  • Fixed some object layer features not always working, e.g. color didn't work in participating mediums inside a dielectric.
  • Fixed standard surface SSS sometimes being too dark.
  • Transmission depth input on standard surface now works with complex textures.
  • Fixed OSL shaders not getting the specified default value instead of the identity matrix from transform inputs which aren't connected.
  • Fixed EXRs with single R, G, or B channel not being read as grayscale.
  • Fixed denoised main AOV, if emitters are used that are not on active render layers.
  • Fixed denoised output for photon mapping with net rendering.
  • Fixed double caustics where diffuse + transmission and specular layers intersect each other. This problem commonly occurs when modelling a liquid inside a glass using a material with diffuse transmission. In these cases the liquid appears noisy and too bright.
  • Smooth shading now works when using photon mapping.
  • Fixed wrong dispersion in photon mapping.
  • Fixed small pause after scene edits with photon tracing kernel.
  • Fixed noise or transparent holes in the shadow AOV where backfacing polygons are visible to the camera.
  • Fixed images being saved with corrupt contents for large sizes.
  • Fixed failure to resolve file name attributes in very old scene files.
  • Fixed failure and data loss when updating a LocalDB thumbnail.
  • Standalone: Fixed a crash when undoing a deleted scripted graph.
  • Standalone: Fixed a crash when dragging a connector going to the type input of a geometric primitive node.
  • Standalone: When switching between standard surface and other material nodes, we now scale the film width to the correct units. Standard surface uses nanometer as unit while other materials use micrometer.
  • Standalone: Fixed a case where delete followed by undo does not restore material connections correctly.

Downloads

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

OctaneRender Studio+ Node for Windows (installer)
OctaneRender Studio+ Node for Windows (ZIP archive)
OctaneRender Studio+ Node for Linux

Octane X Prime for macOS

OctaneRender Demo Standalone for Windows (installer)
OctaneRender Demo Standalone for Windows (ZIP archive)
OctaneRender Demo 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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Re: OctaneRender® 2022.1.2 [current 2022.1]

Postby nuno1980 » Fri Aug 04, 2023 3:54 pm

nuno1980 Fri Aug 04, 2023 3:54 pm
I tested the new version but I can't get more than 1 Msamples per pixel and new "Max. samples for region picked:" not found at path tracing kernel settings yet... :? :?

->> Please should add my request in next version. This is required!
NOTE: I'm sorry for bad english due to mute ;)

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Re: OctaneRender® 2022.1.2 [current 2022.1]

Postby Hesekiel2517 » Sun Aug 20, 2023 6:21 am

Hesekiel2517 Sun Aug 20, 2023 6:21 am
Hi there,

thank you for the new update! I tested the new photontracer kernel on a new project. It really opens a lot of new possibilities. It works great on still frames, but i get a lot of flickering in animations. It's kind of strange. The frame starts to look fine, but suddenly the caustics get very dimm or vanish completly. Rerendering the frame fixes this. I'm under the impression that disabling adaptive sampling improves the problem, but there are still a lot of bad frames.
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Re: OctaneRender® 2022.1.2 [current 2022.1]

Postby john_otoy » Sun Aug 20, 2023 11:36 pm

john_otoy Sun Aug 20, 2023 11:36 pm
Hesekiel2517 wrote:Hi there,

thank you for the new update! I tested the new photontracer kernel on a new project. It really opens a lot of new possibilities. It works great on still frames, but i get a lot of flickering in animations. It's kind of strange. The frame starts to look fine, but suddenly the caustics get very dimm or vanish completly. Rerendering the frame fixes this. I'm under the impression that disabling adaptive sampling improves the problem, but there are still a lot of bad frames.


Can you PM me with a sample ORBX where this happens? Thanks
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Re: OctaneRender® 2022.1.2 [current 2022.1]

Postby nuno1980 » Mon Aug 21, 2023 7:58 am

nuno1980 Mon Aug 21, 2023 7:58 am
My request is not ready for next version yet (check my past post on august 04th)!??
NOTE: I'm sorry for bad english due to mute ;)

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Re: OctaneRender® 2022.1.2 [current 2022.1]

Postby coilbook » Fri Sep 08, 2023 11:28 am

coilbook Fri Sep 08, 2023 11:28 am
1. RTX is working poorly. It actually makes rendering slower or the same even with complex scenes

2. When itoo grass and trees in the scene render time is twice slower even if camera is not showing any itoo grass or trees. Eval times are the same. Not sure why octane renders slower even when itoo objects are not in the camera view (behind the wall, for instance)
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Re: OctaneRender® 2022.1.2 [current 2022.1]

Postby Zay » Sat Sep 23, 2023 1:54 am

Zay Sat Sep 23, 2023 1:54 am
coilbook wrote:1. RTX is working poorly. It actually makes rendering slower or the same even with complex scenes

2. When itoo grass and trees in the scene render time is twice slower even if camera is not showing any itoo grass or trees. Eval times are the same. Not sure why octane renders slower even when itoo objects are not in the camera view (behind the wall, for instance)


To speed rendering up you need to remove the objects from the scene. Hide it from the camera will not have the same effect.
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Re: OctaneRender® 2022.1.2 [current 2022.1]

Postby Hesekiel2517 » Tue Oct 03, 2023 7:46 pm

Hesekiel2517 Tue Oct 03, 2023 7:46 pm
Hi there,

i noticed a small bug with vdb sequences and batch rendering. If the timeline is not set to the first frame before starting the batch render script, the vdb of the current frame will add to the scene.

Bildschirmfoto%202023-10-02%20um%2008.43.13.png
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Re: OctaneRender® 2022.1.2 [current 2022.1]

Postby john_otoy » Wed Oct 04, 2023 12:21 pm

john_otoy Wed Oct 04, 2023 12:21 pm
Hesekiel2517 wrote:Hi there,

i noticed a small bug with vdb sequences and batch rendering. If the timeline is not set to the first frame before starting the batch render script, the vdb of the current frame will add to the scene.

Bildschirmfoto%202023-10-02%20um%2008.43.13.png


Thanks for the report
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Re: OctaneRender® 2022.1.2 [current 2022.1]

Postby Zay » Sat Oct 21, 2023 11:49 pm

Zay Sat Oct 21, 2023 11:49 pm
Had a app crash (octane just closed on me) while rendering in out of core mode. When rendering was done I saw octane started the "denoise" text for about 5 seconds and then Octane just crashed. So I guess it got stuck somewhere when denoising.
Note: I have 3 cards. One 3080ti and 2 gtx 1080ti. I only denoise on the 2 GTX 1080ti.
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