OctaneRender™ 4 RC 3

A forum where development builds are posted for testing by the community.
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
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haze
OctaneRender Team
Posts: 1003
Joined: Sun Feb 08, 2015 8:57 pm

Hi all,

In this release we generally improve render speed over v3.08, and fix a number of issues that were reported for the previous RC.

Please note that this build will expire in 120 days, this is now shown on the bottom right of the Standalone release.

If this is the first time you use V4, you can find some introductory material on V4 here: first release post of V4.

Whilst we have reached the feature lock milestone, we consider this a non-stable release, as we expect to stabilise in preparation for the first stable. Until then, please do not use this for production purposes.

Please make sure you have NVIDIA driver 387 or newer on Windows and Linux, and any CUDA driver for Mac that supports CUDA 9.1. Please also note that architecture improvements mean we can no longer support Fermi GPUs.


Changes since OctaneRender 4 RC2:
  • Fixed max cores being set in the preferences window when unchanged.
  • Fixed artefacts when using high roughness on brdfs other than Octane.
  • Fixed displacement crash on some meshes, mostly alembic.
  • Added diffuse, refraction, reflection filters for universal material.
  • When manually compressing textures, these can now be saved as compressed also.
  • Fixed Beckmann sampling for the specular case.
  • Fixed universal material wrongly modifying roughness when transmission or metallic is greater than 0.
  • Fixed some artefacts in compressed textures.
  • Fixed some memory not being deallocated sometimes when using AI Light.
  • Some performance optimizations for AI Light processing
  • UI improvements for the image tiles texture node.
  • Fixed loading of Y/chroma EXR images
  • Speed up loading of .hdr files
  • Fixed universal material when using thin film interference with coating layer.
  • Added support for handling compressed images in the Lua API.
  • Fixed a bug that caused the render priority selection in device dialog to not do anything.
  • Improved how Octane deals with running out of memory, which fixes some cases where caching fails and then a render failure occurs.
  • A small volume rendering performance improvement of between 5-10%.
  • Fixed camera presets when there are volumes in the scene and some meshes are changed in the viewport using eg gizmos.
  • Fixed a significant performance regression from 3.08, where scenes with hundreds of unique meshes rendered significantly slower.
  • Render speed improvements - in general v4 is now faster than v3, and info channel kernels are between 15-25% faster.
  • Fixed internal connections being inconsistent when collapsing nodegraphs into a node pin.
  • Fixes and improvements for handling large nodes in the node graph editor: multi-connect now has a scrolling panel, and allows searching in the list of input pins. You can now expand pins by Ctrl-dragging items out of their pins.
  • Inside node graphs you can use ctrl+drag to create input and output linker nodes
  • Node graphs with a single output pin can now be collapsed.
  • Restored shortcut keys for collapsing and expanding.
  • Fixed a rare render failure when modifying meshes in the viewport either in scatter/placement, or with gizmos.
  • Fixed a permanent hang and a render failure when using emission on displacement triangles
  • Re-did performance tuning for all compute capabilities.
  • Fixed crash caused by invalid primitives with emission.
  • We no longer distribute the cuDNN library with Octane - when octane first loads, we download cuDNN if it has changed.
  • Fixed universal material rendering on backfaces.

Downloads for users with a regular license
OctaneRender for Windows (installer)
OctaneRender for Windows (zip)
OctaneRender for Mac OS
OctaneRender for Linux

Downloads for users with a subscription license
OctaneRender for Windows (installer)
OctaneRender for Windows (zip)
OctaneRender for Mac OS
OctaneRender for Linux


Happy rendering,
Your OTOY Team
Zay
Licensed Customer
Posts: 1123
Joined: Sun Jan 17, 2010 2:53 am

Isn't it possible to compress textures on OBJ import?
Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Hi Otoy

"haze wrote:
Ideally we would shift the ray epsilon to the geometry nodes, but that would come at a (possibly large) render performance cost. We'll look into it and see if there is another way."


I just have a question about ray epsilon. We are having major problems with a big scene and small characters. Shadows, glass all look wrong but then if value is too small then terrain and trees flicker (unfortunately scene is dynamic and terrain must be a real 3d mesh ). Do you know if adding overwrite ray epsilon per object/material is possible any time soon or it is a complete octane overhaul?
Thank you
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enricocerica
Licensed Customer
Posts: 1012
Joined: Wed Nov 25, 2009 7:32 pm
Contact:

Sorry, I may be stupid but I can't understand the signification of the new param "light linking invert" in the kernel node ...
Any information about that ?
Thanks
Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
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enricocerica
Licensed Customer
Posts: 1012
Joined: Wed Nov 25, 2009 7:32 pm
Contact:

It seems that once a texture is compressed, it cannot be seen anymore in the inline node preview, black result.
Edit : The problem seems to occur in all the cases ...
Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
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roeland
OctaneRender Team
Posts: 1823
Joined: Wed Mar 09, 2011 10:09 pm

It is a setting to make certain light pass IDs off by default. This is useful if you have a light source which should only cast illumination on a few selected objects. It would be impractical to go to every single object on the scene and switch off that light pass ID.

If you enable one of the passes in "light linking invert", then this pass will not illuminate any objects. Now if you go to an object layer and switch off that light ID, the light source will illuminate only that object.
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funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

This error shows up in the log when starting Octane:

Started logging on 07.09.18 10:09:29

OctaneRender 4.00 RC3 (4000013)

Invalid image type: 67372048
Invalid image type: 67372048
invalid_image_error.png
Last edited by funk on Fri Sep 07, 2018 12:35 am, edited 2 times in total.
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
User avatar
funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Guys I posted a bug in the last thread, which causes lights to render differently if the material emission light pass ID is 7 and 8
viewtopic.php?p=344928#p344928

I'm still seeing it
light_pass_7_8_bug.png
Attachments
lightpassid78bug.orbx
(82.08 KiB) Downloaded 278 times
Last edited by funk on Fri Sep 07, 2018 12:31 am, edited 1 time in total.
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
User avatar
funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

This file is generating lots of render pass ID errors in the log

1. Load the attached orbx.
2. Click the render target to start rendering
3. Go to windows > create log window
render_pass_id_log_errors.png
P.S. Shouldnt octane warn the user there are errors in the log? It's not giving any warnings
Attachments
render_pass_id_log_errors.orbx
(449.98 KiB) Downloaded 263 times
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
User avatar
roeland
OctaneRender Team
Posts: 1823
Joined: Wed Mar 09, 2011 10:09 pm

Yes we will fix this bug, it happens if you enable a lot of render passes.
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