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Re: Update and Introduction

PostPosted: Wed Mar 07, 2018 3:11 am
by azen
Hi there,

Regarding Mac and Linux availability - the builds for these are present, but we will need 3.08 RC1 to be made available for said platforms first. From the development lead regarding 3.08:


First of all, apologies for the delayed release and for the lack of communication on the forums. It wasn't planned, but we had to sort out various important problems in Octane and its ecosystem (still not finished for OSX and Linux yet) and this took a lot longer than we hoped for :(

With this release we should be back to the normal release schedule. We are trying to wrap up this development cycle as quickly as possible. In parallel we also have been working on (hopefully) exciting new features. More about these soon.



You will find more information here: https://render.otoy.com/forum/viewtopic.php?f=33&t=65686

The builds are ready to go for all platforms once this has been resolved by the Core Team. Apologies for the delays still affecting our non-Windows users.

Re: Update and Introduction

PostPosted: Wed Mar 07, 2018 3:30 am
by win
Post by Dmi3ryd » Tue Mar 06, 2018 6:12 pm

Good day azen.
Thanks for information.
This version will support the blender 2.79 a?


2.79a support is planned for the next update, which should be available in the few weeks.

Happy rendering, Win

Re: Update and Introduction

PostPosted: Wed Mar 07, 2018 9:37 am
by J.C
azen wrote:Hi there,

Regarding Mac and Linux availability - the builds for these are present, but we will need 3.08 RC1 to be made available for said platforms first. From the development lead regarding 3.08:


First of all, apologies for the delayed release and for the lack of communication on the forums. It wasn't planned, but we had to sort out various important problems in Octane and its ecosystem (still not finished for OSX and Linux yet) and this took a lot longer than we hoped for :(

With this release we should be back to the normal release schedule. We are trying to wrap up this development cycle as quickly as possible. In parallel we also have been working on (hopefully) exciting new features. More about these soon.



You will find more information here: https://render.otoy.com/forum/viewtopic.php?f=33&t=65686

The builds are ready to go for all platforms once this has been resolved by the Core Team. Apologies for the delays still affecting our non-Windows users.


Thanks for the info regarding other operating systems.
Has the node groups bug been fixed too?
viewtopic.php?f=114&t=65508

Re: Update and Introduction

PostPosted: Tue Mar 27, 2018 9:50 pm
by azen
Hello all,

Regarding the next pending Test Release - here is is a run-down of the changelog:

Integrate 2.79a
Upgrade to 3.08RC2
Add new passes: irradiance, light direction, volume, volume mask, volume emission, volume z depth front, volume z depth back
Add OSL baking camera
Add irradiance mode
Add sheen pin nodes to metal/glossy materials
Add new IOR for to the metallic material
Support geometry mesh animation modifier
Bug fixes and improvements
Remove the word Octane inside menu
Fix environment texture rename bug
Set default value of "power" in Octane Image Texture to 1.0
Add refresh gpu button to enable users to update gpu lists
Hide render layer in octane engine
Merge interactive/render camera imager setting into one
Keep compatibility with old version for response curve
Rename "Max samples" in Octane Render Pass Setting to "Info pass max samples"
Support user-customized default material(“User Preference” – “Add-ons” – “OctaneRender Engine” – “Preferences” – “Default Material Type”)
Do not update shader/object which is hide in "Outliner"


One critical note: We are now using CUDA toolkit 9.1 (required to support Volta), which requires NVIDIA drivers of version 387 or higher. This is important for users of 3.08, as anyone not using drivers with CUDA 9.1 support will get CUDA errors.

To answer the previous question - Node groups will be fixed in the next major release after 15.1 (which we are currently on).

We are expecting Test Builds to be made available by tomorrow.


Cheers,
Azen

Re: Update and Introduction

PostPosted: Wed Mar 28, 2018 6:38 am
by J.C
Azen, thank you for the report! Can't wait to test it out.

Re: Update and Introduction

PostPosted: Wed Mar 28, 2018 7:17 pm
by pegot
azen wrote: Hide render layer in octane engine

NO!

Please tell me you are not going to do this. There are times where I prefer using Blender layers to output my render for compositing in a way Octane Render layers doesn't. Why would you limit this flexibility? Blender system of Render layers works fine with Octane - just differently.

Re: Update and Introduction

PostPosted: Wed Mar 28, 2018 8:28 pm
by J.C
pegot wrote:
azen wrote: Hide render layer in octane engine

NO!

Please tell me you are not going to do this. There are times where I prefer using Blender layers to output my render for compositing in a way Octane Render layers doesn't. Why would you limit this flexibility? Blender system of Render layers works fine with Octane - just differently.


Does it work with Octane? Can't get it working like in Cycles.

Re: Update and Introduction

PostPosted: Tue May 22, 2018 5:42 am
by shaamaan
When TEST builds will be available for subscription based licenses?
:evil:

Re: Update and Introduction

PostPosted: Tue May 22, 2018 8:02 am
by J.C
azen wrote: Do not update shader/object which is hide in "Outliner"


Does it work the same when shader/object/objects are on inactive layer?

Re: Update and Introduction

PostPosted: Tue Jun 26, 2018 1:24 am
by azen
Hello all,

Some quick notes:


  • I have updated the 4.00 XB3 - 16.0 (TEST) download links, to include the new fixes/additions mentioned by DrawFun
  • The Linux and Mac OSX test builds are nearly ready for release
  • Regarding the next 3.08 release - 15.2.5 is currently under testing, and will be released in the next day or two. Here is the Changelog
    • Use enum values for displacement and falloff nodes
    • Do not reload scene when turn on/off camera imager
    • Support larger max width for nodes
    • Fix medium node connection failure in specular materials
    • Support back compatibility for transmission color connection in specular material
    • Support back compatibility for projection mode
    • Support back compatibility for camera imager
    • Fix camera imager ui grey out issue
    • Hide legacy sockets in surface panels
    • Add sheen roughness for metal/glossy materials
    • Add a button for emptying GPU
    • Add user preference to empty GPU after render automatically


Cheers,
Azen