OctaneRender™ 2019.1 XB1

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OctaneRender™ 2019.1 XB1

Postby haze » Tue Mar 12, 2019 10:30 pm

haze Tue Mar 12, 2019 10:30 pm
Dear all,

This is the first release of 2019.1 XB1. At this point, we have not hit feature lock yet since there are a few more things coming. As with all experimental builds, please do not use this for production purposes. We can't guarantee that scenes saved with this version will be compatible in future releases, and we anticipate there being several maintenance releases.

In the mean time, we look forward to your feedback on this release. If you have a V4 license or an all access subscription, you can test 2019.1 XB1 until the first stable release.

Please ensure that you have a NVIDIA driver version 419.x or newer.



What's new in 2019

OSL and procedural vertex displacement, new rounded edges, OSL Volume shaders, bloom/glare thresholding, improved volume AI denoiser, composite material node and Octane's biggest ever material overhaul: layered materials.


Improved volume AI Denoiser

The AI Denoiser has been upgraded with significant improvements especially in volume render. Below are a couple of examples, with the non-denoised image first, with the old denoiser output in the center, and
the new denoiser on the right. Please click to enlarge.

Image
Image


OSL and procedural vertex displacement (vector and height)

New nodes: Vertex displacement, and Vertex displacement mixer

You can now render procedural and OSL vertex displacement (either height or vector displacement) before rendering. This is a robust displacement system which doesn't suffer the same limitations as the old displacement system (which is now known as Texture Displacement). Octane also allows you to mix/layer vector/height displacement maps using the new displacement mixer node.

Vertex displacement will take any texture you provide, whether it's a procedural texture, OSL texture, or images. All projections are supported also. For image textures, set the gamma to 1.0. To avoid holes in the geometry the vertices should be shared between adjacent faces.


Image

In the example below, we have three layers of displacement. The first two are vector displacement maps, and the third is a detailing height map.

Image

This gives you a lot of control over the final look.

Image

Proper Mudbox vector displacement maps can also be used, which work in tangent space:

Image
For the example on the left, a small subdivided sphere was used as the base mesh for displacement, and on the right just a subdivided plane.

Using the displacement mixer is quite simple. You can add a height map onto the vector displacement to give great surface detail:
Image

https://render.otoy.com/downloads/9b/fe ... -mixer.png

OSL Shaders for volume textures
Up until recently you could only use static colors for absorption, scattering and emission in volumes. You can now use any textures for volumes (not for mesh geometry however).

Image

Image

To see this example in action for yourself, here is the orbx for the above:
volume-osl-shaders.orbx
(2.49 MiB) Downloaded 295 times



Layered material

New nodes: layered material, diffuse layer, specular layer, sheen layer, metallic layer, layer group nodes.

The new layered material system allows you to construct a complex material that consists of a base layer, with a maximum of 8 layers which can be inserted on top of the base layer. We separated and exposed a set of layers (Diffuse layer, Specular layer, Metallic layer, Sheen layer) that made up the complex materials from previous Octane versions (Diffuse material, Glossy material, Specular material, Metal material, Universal material). Using this set of unique layers, Octane 2019.1 now empowers users to recreate complex materials in a physically-based manner as opposed to manually mix materials together.

From 2019.1 XB2 we will also allow adding layers on existing materials, without using the Layered Material node.

As an example of a diffuse emission layer with a specular layer on top with a phone. The specular reflection can be seen on top of the emission from the screen. The material specifies a base diffuse material with an emission node attached to it, while a specular layer is set for layer 1:
Image

The phone display scene is available here for reference:
iphone.orbx
(11.59 MiB) Downloaded 241 times


Another example, you can achieve a raindrop effect using per layer bump map and normal map perturbation. This example consists of two specular layers, with the top specular layer using a custom raindrop normal map while the bottom (the base specular layer) uses the geometry's normal:

Image

To see it in action, here is an ORBX of the above shader.
layered_normal_map_rain.orbx
(23.2 MiB) Downloaded 261 times


A simple example with a diffuse base layer, and a specular layer makes a realistic looking LCD panel. This effectively recreates the glossy material, with the exception of allowing you to specify an emission below the specular layer:
Image

A sample ORBX:
monitor.orbx
(9.12 MiB) Downloaded 205 times


With layered material, you can layer decals on top of your base material. An example use case is terrain rendering, where the terrain is composed of 4 layers. Sitting at the bottom layer are the rocks with glossy material, then a diffuse material with leaves texture is layered on top of the rocks, and finally two additional specular layers on top for simulating specular reflection on the leaves and the low roughness specular reflection to simulate wet surface at the very top:

Image

An example of the multilayered terrain is available here:
multilayer.orbx
(37.75 MiB) Downloaded 254 times


In this example, we show a more complicated layered material that involves the use of a layer group node. We have created a layer group node that works together with the layered material for simpler grouping of material layers to help sharing of layers between materials. You'll see a mesh that has a diffuse base material, with a dirt texture. It has 3 layers on top of it, first a semi-opaque metallic layer, followed by a rough specular layer with green reflectance, then finally a rough red sheen. The layer group groups the metallic and specular layer, and follows the order of layers in the same order as a layer material.

Image

With the layered material, you are given all layers that are used in Octane, allowing you to reconstruct your own uber material with different permutations of base material and top layers, this allows you to recreate your complex material that suits your need.

For example, you can recreate the glossy material in Octane using a diffuse material and a specular layer:

Image
The orbx for this example is available here:

glossy_layered_material.orbx
(7.59 MiB) Downloaded 139 times


You can also recreate the metal material that became available in Octane since 3.08, using diffuse material + metal layer:

Image

The orbx for metal material created with layered material is available here:

metal_layered_material.orbx
(14.01 MiB) Downloaded 140 times


Furthermore, you can create the PBR material used in game engines and other tools, an example of this is the simple PBR metallic/roughness workflow recreated using the layered material:

Image

Here is a sample ORBX of this shader:
principled_brdf.orbx
(31.5 MiB) Downloaded 171 times


Another example of this is the recreation of a fully featured Principled BSDF shader:

Image

Here is a sample ORBX of this shader:
principled_bsdf.orbx
(23.39 MiB) Downloaded 161 times


Car paint becomes quite easy to do. Below is a render of a base metallic material, with a metallic layer used for the flakes, and then a specular layer on top.

Image

This is the ORBX of the material:
https://render.otoy.com/downloads/7d/f7/e8/5e/carpaint.orbx

Composite material node

New node: Composite material

The new Composite Material node allows you to mix materials using a mask. This example shows what it looks like when you layer together diffuse, glossy and specular materials each using a checks mask with a different UVW transform. This is much easier and cleaner than a long string of mix materials, and if the mask is not given, then it will use the material's opacity map, if any. The first layer pin is the base layer.

Image


Universal material

New option: Thin wall

New thin-wall option allow you to use a plane as specular material. Thin wall assumes the surface is infinitesimally thin and so the entry and exit point of the ray occurs at the same position, so there is no refraction rays happening upon the intersection of ray with the surface, and instead the ray shoots straight through the surface and exit in the same direction:

Image


New rounded edges
The new rounded edges system gives you much more robust rounded corners, and more options on controlling the effect. The rounded edges settings have been replaced by a group of settings that include roundness, and different modes to apply the effect.

You have the option of using Fast rounded edges, and an Accurate mode, which is also available in concave-only and convex-only modes.
Image

A new option Consider other objects allows you to apply rounded edges between instances.
Image

The Roundness option allows you to control the sharpness of the edges.
Image


Bloom/glare threshold
You now have better control over how to apply bloom/glare, with a Cutoff setting on the post processing node. When you want to highlight lights using a bloom or glare, and have a hidden emitter
that lights the scene, quite often bloom/glare washes out the scene before you can highlight the emitters you want. In the example below, the center shows the issue, and on the right this is corrected by setting
the Cutoff to 0.4.

Image

Universal camera

We added a fully featured universal camera, with support for distortion, DOF, thin lens / fisheye / abberation+distortion.

Image

Geometric primitives

Sometimes you just need some simple geometric primitives for various purposes. We have added a set of easily accessible primitives:

Image

Downloads

For customers with a subscription license:

OctaneRender Studio 2019.1 XB1 (Windows installer)

OctaneRender Studio 2019.1 XB1 (Windows zip)

For customers with a regular V4 license:
OctaneRender 2019.1 XB1 (Windows installer)

OctaneRender 2019.1 XB1 (Windows zip)
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Re: OctaneRender™ 2019.1 XB1

Postby glimpse » Wed Mar 20, 2019 6:41 pm

glimpse Wed Mar 20, 2019 6:41 pm
You Guys are awesome! Wonderful release!
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Re: OctaneRender™ 2019.1 XB1

Postby natemac00 » Wed Mar 20, 2019 6:56 pm

natemac00 Wed Mar 20, 2019 6:56 pm
Layer Materials and Bloom cutoff are the two things I’m most excited for!
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Re: OctaneRender™ 2019.1 XB1

Postby PolderAnimation » Wed Mar 20, 2019 6:58 pm

PolderAnimation Wed Mar 20, 2019 6:58 pm
Very nice! Will test it tomorrow.
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Re: OctaneRender™ 2019.1 XB1

Postby Notiusweb » Wed Mar 20, 2019 7:49 pm

Notiusweb Wed Mar 20, 2019 7:49 pm
Displacement Height Maps!!!! :o
OMG Awesomeness on so many layers...
Pun intended....
Last edited by Notiusweb on Wed Mar 20, 2019 8:02 pm, edited 2 times in total.
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Re: OctaneRender™ 2019.1 XB1

Postby haze » Wed Mar 20, 2019 7:52 pm

haze Wed Mar 20, 2019 7:52 pm
In the next update we plan to have a layer pin on all base materials, making it easier to add more layers on top of existing materials (so that you don't have to always create a layered material node first).
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Re: OctaneRender™ 2019.1 XB1

Postby Notiusweb » Wed Mar 20, 2019 8:02 pm

Notiusweb Wed Mar 20, 2019 8:02 pm
Okay, so much good stuff, but I want to ask - Anime Kernel - it wasn't in that video...is it still coming, or was it that now shown but renamed to 'Brigade-RTX'?
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Re: OctaneRender™ 2019.1 XB1

Postby bagel » Wed Mar 20, 2019 9:01 pm

bagel Wed Mar 20, 2019 9:01 pm
Thin wall!!! My bubbles will be pleased.
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Re: OctaneRender™ 2019.1 XB1

Postby Notiusweb » Wed Mar 20, 2019 9:23 pm

Notiusweb Wed Mar 20, 2019 9:23 pm
Finding the Displacement doesn't work right, as if the node is inactive/broken.
Texture-type works fine at first, but then goes dead after you change values.
Vertex, and Vertex Mixer, do not outright work at all.
Also noticing that Vertex does not have a "Level of Detail" Enum Value node, like the Texture Displacement has.
And, the default Height Value for displacement is "1.00"....wouldn't it be like .001 or something smaller, right?

As far as Layered Materials, very nice!!! Much better than Add/Multiply and Mix Material workaround.

Feels very good, remembering 2018 XB1 felt unstable, but this one is very seamless to work with, feels much like current 2018.
Do note that 2019 viewport feels less responsive, as in less fast than 2018, but scenes load much faster in 2019 than they do in 2018.
(I am loading 2018 scenes into 2019), although these speed differences maybe due to just 2 GPU availability, vs my 8 on 2018 (Enterprise).
I'll be able to really compare once we get Enterprise...
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Re: OctaneRender™ 2019.1 XB1

Postby vijay_thirukonda » Wed Mar 20, 2019 9:54 pm

vijay_thirukonda Wed Mar 20, 2019 9:54 pm
Notiusweb wrote:Finding the Displacement doesn't work right, as if the node is inactive/broken.
Texture-type works fine at first, but then goes dead after you change values.
Vertex, and Vertex Mixer, do not outright work at all.
Also noticing that Vertex does not have a "Level of Detail" Enum Value node, like the Texture Displacement has.
And, the default Height Value for displacement is "1.00"....wouldn't it be like .001 or something smaller, right?


Did you subdivide the mesh that you are trying to displace?. Vertex displacement doesn't need the level of detail pin. For most of the vector maps, the height scale will be set to 1, so I thought that would be ideal, but for the height map we need to tweak.
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