OctaneRender® 2023.1.1

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OctaneRender® 2023.1.1

Postby karl » Mon Nov 27, 2023 11:36 pm

karl Mon Nov 27, 2023 11:36 pm
Hi all,

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
  • 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
  • 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-in uvw 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.
  • 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 of octane.render.saveRenderPassesDeepExr() and octane.render.saveRenderPassesDeepExr2() from octane.exrCompressionType.ZIP to octane.exrCompressionType.ZIPS. Compression format ZIP was actually invalid and the Deep EXR export was falling back to ZIPS so this change has no observable impact.
  • Lua: The octane.render.PROPS_RENDER_PASS_INFO table (returned by octane.render.getRenderPassInfo()) has a new field exrLayerName, 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() and octane.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
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Re: OctaneRender® 2023.1.1 [current 2023.1]

Postby nuno1980 » Wed Nov 29, 2023 12:17 am

nuno1980 Wed Nov 29, 2023 12:17 am
Still no max spp increased from 1M to 100M for region picked for 3 months ago... Why is the developer very delay despite the EASY increase of spp?
NOTE: I'm sorry for bad english due to mute ;)

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Re: OctaneRender® 2023.1.1 [current 2023.1]

Postby nuno1980 » Thu Dec 07, 2023 12:27 pm

nuno1980 Thu Dec 07, 2023 12:27 pm
!ATTENTION!
Developer MUST add my request in next version until almost the end of this year!! Due to the EASY addition and because I got NO any ISSUES at many laps of 1M-spp.
NOTE: I'm sorry for bad english due to mute ;)

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Re: OctaneRender® 2023.1.1 [current 2023.1]

Postby SSmolak » Mon Dec 11, 2023 8:51 am

SSmolak Mon Dec 11, 2023 8:51 am
Serious issue with Standard Surface material using Translucency in thin wall mode ( Subsurface with thin wall enabled in geometric properties ) - it doesn't mix properly with base and specular layers. It works different than in Octane Universal material.
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Re: OctaneRender® 2023.1.1 [current 2023.1]

Postby john_otoy » Mon Dec 11, 2023 10:40 am

john_otoy Mon Dec 11, 2023 10:40 am
SSmolak wrote:Serious issue with Standard Surface material using Translucency in thin wall mode ( Subsurface with thin wall enabled in geometric properties ) - it doesn't mix properly with base and specular layers. It works different than in Octane Universal material.


Please PM me with a simplified scene.
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Re: OctaneRender® 2023.1.1 [current 2023.1]

Postby northalex78 » Mon Dec 18, 2023 4:26 am

northalex78 Mon Dec 18, 2023 4:26 am
When is netrender for cross Mac/PC back? This is the ONE THING many people with Mac laptops or M1/M2 studios want - to also be able to use their PC as well with this.

In the thread for 2023.1, @mojave said netrender would be back and working in the 2024 version, skipping version number 2023.2, and that the 2024 release would be next out.

Mojave, you literally wrote "this is definitely happening this year" and "the next release number will be 2024.1". Nothing said about 2023.1.1 being the actual-haha-gotcha-for-real-next.

Is 2024 this year, with netrender for Mac/PC, still happening, as you said?

I really feel that Otoy has broken trust with users too many times now. But that doesn't mean they should just keep on doing it.
Otoy should be working to earn back that trust by following through on what they say from now on.
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Re: OctaneRender® 2023.1.1 [current 2023.1]

Postby bepeg4d » Mon Dec 18, 2023 8:23 am

bepeg4d Mon Dec 18, 2023 8:23 am
Hi northalex78,
this is going to arrive with 2024.1 Alpha version:
viewtopic.php?f=33&t=82267

Please, also have a look at here:
viewtopic.php?f=7&t=75411&start=1550#p429527

ciao,
Beppe
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Re: OctaneRender® 2023.1.1 [current 2023.1]

Postby northalex78 » Tue Dec 19, 2023 12:41 pm

northalex78 Tue Dec 19, 2023 12:41 pm
bepeg4d wrote:Hi northalex78,
this is going to arrive with 2024.1 Alpha version:
viewtopic.php?f=33&t=82267

Please, also have a look at here:
viewtopic.php?f=7&t=75411&start=1550#p429527

ciao,
Beppe


Hi Beppe,
Sooo this is out? You said "is going to arrive" not "has arrived". I am confused.
Mojave said 2024 would be out this year, didn't say anything about alpha.
Also still confused then why 2023.1.1 was just released and not a non-alpha 2024?

Can you clarify the situation for me please?
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Re: OctaneRender® 2023.1.1 [current 2023.1]

Postby bepeg4d » Wed Dec 20, 2023 7:53 am

bepeg4d Wed Dec 20, 2023 7:53 am
Hi,
2024.1 has arrived for Windows and Linux, but it is going to arrive for macOS.
Unfortunately, after internal testing of macOS build, some issues have came out, and must be fixed before publication of first 2024.1 Alpha version for macOS.

In general, the development follows two major branches, the stable version (2023.1.1 at the moment), and the alpha/beta future version (2024.1 at the moment).
All the fixes of the stable version are also reported to the alpha/beta versions.

When the alpha/beta version becomes stable, the previous stable version development stops, and a new alpha version is introduced.

Better to use the stable version for production, and keep the alpha/beta versions for testing.

ciao,
Beppe
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Re: OctaneRender® 2023.1.1

Postby john_otoy » Thu Dec 21, 2023 5:15 am

john_otoy Thu Dec 21, 2023 5:15 am
OctaneRender 2023.1.2 has been released: viewtopic.php?f=24&t=82820
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