We are happy to bring you an update to 2023.1.
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. For macOS please ensure you are running 13.3 or preferably newer.
Changes since 2023.1
Improvements
- Added support for macOS 14. The minimum supported macOS version is now 13.3.
- All imaging and post-fx operations are now applied after mixing the denoised and not denoised AOV, which makes results more predictable if the not denoised AOV contains a lot of hot pixels.
- With photon mapping, we no longer restart the entire render when moving the render region after an edit.
- Subtract one ray epsilon from SDF distance values so 0 width SDF objects work. For most SDFs this will not make a visible difference, unless the global ray epsilon setting is way too high.
- Volume to texture nodes can now use position based projections in object space. Loading of older scenes will convert any projections that are used by Volume to texture nodes to world space to produce the same behavior as in older versions.
- The environment medium and media in null materials are now treated as volumes, which means they are now affected by the emitter option "Visible on scattering volumes" instead of "Visible on diffuse".
- Geometry items of the node selection drop down menus were redistributed. The affected menu items are:
- Geometry|Scatter -> Geometry|Scatter tools|Scatter (moved to the other Scatter tools)
- Other|Geometry exporter -> Geometry|Utility|Geometry exporter
- Geometry|Group -> Geometry|Utility|Geometry group (moved and renamed)
- Geometry|Placement -> Geometry|Utility|Placement
- Geometry|Joint -> Geometry|Utility|Joint
- Geometry|Material map -> Geometry|Utility|Material map
- Geometry|Object layer map -> Geometry|Utility|Object layer map
- Geometry|Scatter -> Geometry|Scatter tools|Scatter (moved to the other Scatter tools)
- The Object Layer menu items have been moved to the Geometry sub-menu in the node selection drop down menus. Affected menu items:
- Object layer|Object layer -> Geometry|Utility|Object layer
- Object layer|Utility|Object layer switch -> Geometry|Utility|Object layer switch
- Object layer|Object layer -> Geometry|Utility|Object layer
- Smaller default value and step size for bump height input, so you can configure material finishes with a very small bump height.
- Added input "Lock relative region" to the Film settings node. If enabled (the default), the relative film region parameters are kept constant while the absolute film region parameters get updated if the film resolution is changed. If disabled, the absolute region parameters are kept constant.
- OSL: Improved accuracy of function
expm1()
for values close to 0 (approximately less than 0.1) on macOS. - OSL: Added new intrinsic
color _evaluateDelayedP(color inputTexture, point uvw)
which changes the evaluation of the given input texture in the following ways:
- Evaluation is delayed until the control flow reaches this intrinsic.
- The evaluation of textures changes slightly, similar to how it would change for reading a Vectron shader with a Volume to texture node:
-
P
no longer represents the world space position, but the position where the SDF is being evaluated.
-
P
will be overridden with the passed-inuvw
value.
-
- Position based projections with the coordinate space set to Object space will use the passed in
pos
value. Projections set to World space remain unchanged.
- Evaluation is delayed until the control flow reaches this intrinsic.
- OSL: Improved performance for certain OSL shaders that declare constant arrays.
- OSL: Clearer error message if an OSL texture or OSL camera shader has an
_sdf
output. - Standalone: Restored Uncompressed and RLE compression options when saving deep EXR.
- Standalone: Removed spaces from Cryptomatte EXR layer names when batch rendering.
- Standalone: All deep pixel AOVs are now saved, if kernel option Deep render AOVs is enabled and Save all enabled passes and Save additional deep image in the batch render script and batch render job. Before that change, only the deep pixel data of the main AOV would have been saved.
- Standalone: Output and denoised AOVs are now excluded from deep pixel exports.
- Standalone: Fixed crash when starting Octane without a physical display, even when
--no-gui
was provided. On Linux this crash could also happen if the DISPLAY environment variable did not refer to a valid X server. - Standalone:
--no-gui
can now be used without setting--script
if you provide a scene and a render target node to render instead. If--no-gui
is set, Octane will exit after rendering the render target of the specified scene, regardless of whether--exit
is set or not. - Standalone:
--sign-out
can now be used in combination with--no-gui
. - Standalone: Cloud menu entry Open RNDR... has been renamed to Open Render Network....
- Lua: Changed default
compressionType
ofoctane.render.saveRenderPassesDeepExr()
andoctane.render.saveRenderPassesDeepExr2()
fromoctane.exrCompressionType.ZIP
tooctane.exrCompressionType.ZIPS
. Compression formatZIP
was actually invalid and the Deep EXR export was falling back toZIPS
so this change has no observable impact. - Lua: The
octane.render.PROPS_RENDER_PASS_INFO
table (returned byoctane.render.getRenderPassInfo()
) has a new fieldexrLayerName
, which specifies the default EXR layer name that should be used when the AOV is saved in a multi-layer EXR image. - Lua: Added new function
octane.render.deepPassesEnabled()
to check whether the kernel option Deep render AOVs is enabled. - Lua: Exclude Cryptomatte AOVs when using
octane.render.saveRenderPassesDeepExr()
andoctane.render.saveRenderPassesDeepExr2()
.
Fixes
- Fixed noise on materials with diffuse transmission in shadow AOVs.
- Fixed missing emission in volumes when the absorption is very low.
- Fixed incorrect motion blur of VDBs. The underlying issue was that the motion vectors were applied in the incorrect coordinate space. To reproduce the old (incorrect) behaviour, in case some older scenes rely on it, we added a compatibility mode to the Volume node.
- Fixed render failure occurring in scenes with analytic lights and scattering media.
- Fixed visible seams on triangle edges where the UV mapping changes direction when using strong bump maps.
- Fixed a bug where disc analytic lights are too bright.
- The disc shape for analytic lights should now be spelt "disc", not "disk".
- Fixed render failure on macOS when you try to use a greyscale texture with a number of pixels that is not a multiple of 4.
- Fixed the rendering of scenes with multiple copies of a skinned mesh and its joint nodes (e.g. because the Scene node containing them has been copied). Previously, only one of the copies was rendered correctly.
- Fixed visible seams on triangle edges where the UV mapping changes direction when using strong bump maps.
- Fixed precision loss causing jagged rings in the image when using small camera distortion values.
- Fixed incorrect post processing chromatic aberration result on macOS.
- Fixed the post processing render AOV containing the full beauty render AOV when post processing chromatic aberration is enabled, instead of just the difference between the beauty render AOV with and without post processing.
- Fixed occasional missing render updates after changing the custom AOVs or custom AOV channel in an object layer node.
- Fixed render failure when using interactive render region with deep image or Cryptomatte enabled.
- Fixed loading of packages on Windows and macOS which contain asset file names where only the case of some characters is different.
- Fixed issue causing the first render device to always be enabled for rendering in render nodes, regardless of the device selection on the command line.
- Fixed the first frame of batch rendering being wrong if the current frame was not 0 before running the script.
- Fixed saving of duplicated frames from render jobs.
- Fixed insufficient error logging during uncompressing and CRC checking of the downloaded cuDNN library.
- Standalone: Fixed project being flagged as dirty right after loading, if it was saved at a nonzero frame / time.
- Standalone: Fixed status bar items for LiveDB downloads.
Downloads
Downloads for Studio+ subscription users:
OctaneRender Studio+ 2023.1.1 Standalone for Windows (installer)
OctaneRender Studio+ 2023.1.1 Standalone for Windows (ZIP archive)
OctaneRender Studio+ 2023.1.1 Standalone for Linux
OctaneRender 2023.1.1 Standalone for macOS
OctaneRender Studio+ 2023.1.1 Node for Windows (installer)
OctaneRender Studio+ 2023.1.1 Node for Windows (ZIP archive)
OctaneRender Studio+ 2023.1.1 Node for Linux
Demo Downloads
OctaneRender Demo 2023.1.1 Standalone for Windows (installer)
OctaneRender Demo 2023.1.1 Standalone for Windows (ZIP archive)
OctaneRender Demo 2023.1.1 Standalone for Linux
Happy rendering
Your OTOY team