OctaneRender™ 2018.1 XB2

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OctaneRender™ 2018.1 XB2

Postby haze » Thu Dec 13, 2018 1:19 am

haze Thu Dec 13, 2018 1:19 am
Hi all

Since XB1 we have addressed a few issues and in parallel we've been working towards the last two significant change sets needed for 2018.1 RC1.

Reminder: 2018.1 XB2 will only be available for customers with a version 4 license for a limited time. To try 2018.1 XB2 you need to upgrade your version 3 license to a version 4 license. This can be done for free via our web shop: https://render.otoy.com/shop/upgrade.php.

Changes since OctaneRender 2018.1 XB1:

  • Fixed displacement UVs and rendering with incorrect pixel size.
  • Added the volumetric spotlight to the context menu of Octane.
  • Fixed a render failure when trying to render using extra UVs.
  • Changed planetary environment to use latitude and longitude instead of axis and rotation.
  • Fixed metallic material not matching v3 exactly.
  • Fixed progress bar for image compression showing stale info at beginning of new compression and sometimes flickering.
  • Redesign of memory statistics in the render view.
  • Fixed vertex attributes not working correctly when Octane renders polygons (as opposed to triangles).
  • Added color and greyscale vertex attributes nodes, to make it easier to use vertex attributes.
  • Fixed incorrect rendering when there are both greyscale and color attributes on the same mesh.
  • Fixed any kind of picking not working on meshes when there is a volume SDF or vectron node in the scene.
  • Fixed potential net render filter issue.
  • Fixed excluding environment light that didn't work when there was a portal in the scene.
  • Added an option to swap the order of gamma correction and image color inversion.
  • Fixed some displacement artefacts in some scenes with instances with very small ray epsilon values.
  • Fixed a significant out of core memory performance regression compared to version 4 RC7.
  • Fixed PMC kernel not rendering volumes when using SDF.
  • Fixed a render failure issue with PCIe expander hardware.
  • Fixed wireframe when using the baking camera.
  • Fixed denoiser not starting sometimes.
  • Upgrade OSL to v1.9.13.
  • Added the render job output linkers to the context menu.
  • Fixed a bug where the denoiser output and main pass colors are not the same on shadow catcher materials.
  • Fixed a random render failure when rendering a scene with animated meshes.
  • Fixed a crash caused by invalid hairs and spheres.
  • Fixed all shaders getting recompiled when one of the textures used is updated.
  • Fixed wireframe edge transparency when using an alpha channel.
  • Fixed crash when using getattribute("camera:fov", fov) in an OSL shader.
  • Improve cryptomatte accuracy when there are many different IDs with high coverage in the same pixel.
  • Fixed two crash bugs when using multiple vertex attributes.
  • Fixed lack of scene update sometimes when switching baking group ID.
  • Fixed the denoiser not starting properly when it is called for the first time on RTX cards.
  • Fixed internal OSL compilation error when using an OSL shader with a very long parameter list.
  • Fixed transform value changes sometimes at shutter end and shutter open times getting ignored.
  • Fixed non-alphanumeric characters in local machine user names causing cuDNN library validation errors.
  • Fixed very slow geometry processing of some frames, of specific scenes with many instances.
  • Fixed vectron network rendering.
  • Compositing project export has been deprecate as exported images now include the required information for the Photoshop Compositing plugin (requires plugin v1.1.0).

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 Studio subscription license
OctaneRender Studio for Windows (installer)
OctaneRender Studio for Windows (zip)
OctaneRender Studio for Mac OS
OctaneRender Studio for Linux

Photoshop Compositing Extension download

You can download and install the current Photoshop Compositing Extension (1.1.0) either via the Adobe Exchange platform or you can download it from the link below and manually install it.

Windows and Mac OS X
Photoshop Compositing Extension (v1.1.0) (ZXP archive)
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Re: OctaneRender™ 2018.1 XB2 [latest 2018]

Postby coilbook » Fri Dec 14, 2018 3:50 am

coilbook Fri Dec 14, 2018 3:50 am
please look into ai light. When it is on it renders slower and nosier especially when light is inside the volume. I sent the scene to Haze
Also this is just AO scene with 20x 1080TIs It seems very slow to clear noise from police lights because there are a lot of other light sources. In daytime it renders way more cleaner and faster.

Why does AO distance slow down render speed? AO distance 1 renders way quicker than if it is 20 or 30. It only makes everything feel darker not sure why rendering speed suffers because of it.
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Re: OctaneRender™ 2018.1 XB2 [latest 2018]

Postby rohandalvi » Fri Dec 14, 2018 4:01 am

rohandalvi Fri Dec 14, 2018 4:01 am
Does this mean that I can import an fbx or Alembic and render the attributes?

Regards
Rohan
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Re: OctaneRender™ 2018.1 XB2 [latest 2018]

Postby Notiusweb » Fri Dec 14, 2018 4:06 pm

Notiusweb Fri Dec 14, 2018 4:06 pm
Just want to note that the stability is much better, now almost as good as the latest V4.
I say almost as good as the top DPC (delayed procedure call) is always measured for me higher with XB2 when compared to V4.
But the spikes are not anymore enough to crash, so it doesn’t matter.
And am I just imagining this, but 2018 XB2 seems faster than V4 in general as far as rendering speed.
Is it?

Well, congratulations on this, can’t wait to see more.
You are ready for Unreal Engine and all of the other PBR applications with their crazy materials :P
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Re: OctaneRender™ 2018.1 XB2 [latest 2018]

Postby Jolbertoquini » Fri Dec 14, 2018 7:46 pm

Jolbertoquini Fri Dec 14, 2018 7:46 pm
Hi guys,

There is a bug on this publish with Cryptomatte pass with any scene if we clic to preview "CryptoObject" the standalone crash straight close and etc.
maybe something wrong. But if I batch render is getting out the output. so is just preview.

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Re: OctaneRender™ 2018.1 XB2 [latest 2018]

Postby Zay » Sat Dec 15, 2018 10:16 am

Zay Sat Dec 15, 2018 10:16 am
On average it's about 5-6% slower than v4.0. This is mostly indoor scenes V4 is faster. Any reason why this might be the case?
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Re: OctaneRender™ 2018.1 XB2 [latest 2018]

Postby Hesekiel2517 » Sat Dec 15, 2018 10:36 am

Hesekiel2517 Sat Dec 15, 2018 10:36 am
Hey there,
2018.1 XB2 works really well. Once all GPU failed after moving the camera. But i couldn't recreate that. One thing i noticed is that if a noise is connected to the scatteringpin of the volumemedium node. The whole Volume turns red. Maybe this is not intended. Is there another way to add more detail to vdb volumes?

Thanks in advance
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Re: OctaneRender™ 2018.1 XB2 [latest 2018]

Postby Kalua » Sun Dec 16, 2018 2:02 am

Kalua Sun Dec 16, 2018 2:02 am
Works well with me. Only thing I noticed is the interface commands: it responds slower to the view port than compared to latest C4D V4 version... C4D version just feels snapier and more responsive when compareded with the same scene.
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Re: OctaneRender™ 2018.1 XB2 [latest 2018]

Postby haze » Sun Dec 16, 2018 8:06 pm

haze Sun Dec 16, 2018 8:06 pm
coilbook wrote:please look into ai light. When it is on it renders slower and nosier especially when light is inside the volume. I sent the scene to Haze
Also this is just AO scene with 20x 1080TIs It seems very slow to clear noise from police lights because there are a lot of other light sources. In daytime it renders way more cleaner and faster.

Thanks for the scene, Wallace is taking a look.

coilbook wrote:Why does AO distance slow down render speed? AO distance 1 renders way quicker than if it is 20 or 30. It only makes everything feel darker not sure why rendering speed suffers because of it.


For Volumes, AO is not straight forward to implement because occlusion is expensive to calculate, and any attempt to occlude a hit by a nonzero density will almost always result in a darker volume. We're looking into alternatives.

The reason why it is slower is because if the AO distance is 20 or 30, then it is more likely to do an intersection test, rather than stop early and not occlude the ray. This is scene dependent.
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Re: OctaneRender™ 2018.1 XB2 [latest 2018]

Postby haze » Sun Dec 16, 2018 8:07 pm

haze Sun Dec 16, 2018 8:07 pm
rohandalvi wrote:Does this mean that I can import an fbx or Alembic and render the attributes?

Regards
Rohan


XB2 will not yet automatically import attributes from your FBX or Alembic, but we are planning to have exporting/importing working with Alembic in the next release.
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