OctaneRender™ 2019.1 RC2

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User avatar
haze
OctaneRender Team
Posts: 1003
Joined: Sun Feb 08, 2015 8:57 pm

Dear all,

This is an update to 2019.1 with some additional fixes.

We still consider this an experimental build, until we leave the RC status. Please don't use this for production purposes.

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

Changes since OctaneRender 2019.1 RC1:
  • Minor performance improvements
  • Fixed AI light darkening images, improved stability
  • Improved info channel kernel speed
  • Fixed render failure when enabling shadow catcher inside a diffuse material under a layered material
  • Removed dielectric/coating layers and turned dielectric layer into specular layer again
  • Fixed universal/layered materials rendering some passes incorrectly when there is diffuse+specular, vs glossy material
  • Fixed universal material coating causing the specular layer to be ignored
  • Fixed universal material rendering incorrectly when transmission is white, albedo is black, and reflection model is GGX
  • Fixed coating layer rendering incorrectly when roughness is zero
Downloads

Downloads for users with an Enterprise subscription license

OctaneRender Enterprise 2019.1 RC2 (Windows installer)

OctaneRender Enterprise 2019.1 RC2 (Windows zip)

OctaneRender Enterprise 2019.1 RC2 (Mac OS)

OctaneRender Enterprise 2019.1 RC2 (Linux)

Downloads for users with a Studio subscription license

OctaneRender Studio 2019.1 RC2 (Windows installer)

OctaneRender Studio 2019.1 RC2 (Windows zip)

OctaneRender Studio 2019.1 RC2 (Mac OS)

OctaneRender Studio 2019.1 RC2 (Linux)

Downloads for users with a regular V4 license

OctaneRender 2019.1 RC2 (Windows installer)

OctaneRender 2019.1 RC2 (Windows zip)

OctaneRender 2019.1 RC2 (Mac OS)

OctaneRender 2019.1 RC2 (Linux)


Happy rendering
Your OTOY NZ team
User avatar
funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Thanks OTOY

I see the glossy material no longer becomes 100% reflective when IOR = 1 (EDIT: It works for octane BRDF, but not for ggx/ward/beckmann).

This is going to break some old material presets / scenes we may have that rely on this behavior.

One of the reasons I would like this fixed is because it allows you to create a colored "metal" without fresnel. The metallic material always has an achromatic schlick's fresnel.

If the change is intentional, then please add a 1/IOR texture pin, so we can at least manually set this to a greyscale of 0.01 to get a mirror surface.
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
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Notiusweb
Licensed Customer
Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

Pickers (Focus, White Balance, Material, Object, Camera-target) with up-sampling still aren't working in this version either.

Pickers worked in 2019 XB2 (which had up-sampling), not working in 2019 RC1 and RC2.

THX
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
User avatar
wallace
OctaneRender Team
Posts: 188
Joined: Sun Dec 18, 2016 10:38 pm

funk wrote:Thanks OTOY

I see the glossy material no longer becomes 100% reflective when IOR = 1 (EDIT: It works for octane BRDF, but not for ggx/ward/beckmann).

This is going to break some old material presets / scenes we may have that rely on this behavior.

One of the reasons I would like this fixed is because it allows you to create a colored "metal" without fresnel. The metallic material always has an achromatic schlick's fresnel.

If the change is intentional, then please add a 1/IOR texture pin, so we can at least manually set this to a greyscale of 0.01 to get a mirror surface.
This is not intentional, I will put a fix for this.
User avatar
funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

wallace wrote:This is not intentional, I will put a fix for this.
Thanks wallace
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

I have an old orbx which is rendering darker mediums in 2019.1 compared to 2018 and 4.
medium_darker.png
Attachments
medium_darker.orbx
(141.79 KiB) Downloaded 261 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
funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Otoy team,

When we enable the denoiser, viewport interactivity slows down. Is it possible to look into this?

Someone posted an example video (in modo) here: viewtopic.php?p=365499#p365499
video: https://www.mediafire.com/file/kbag4c1t ... g.mp4/file

I have attached the exported ORBX to this post

1. Load IPR Speed Test_house.orbx and click the render target
2. Quickly pan the view with right mouse. It feels smooth and interactive.
3. Select the camera imager and enable the denoiser
4. Pan the view with right mouse. It now feels much slower.



You can also test it with a simpler scene:

1. Grab "Fun_With_Vectron (4).orbx" from this post: viewtopic.php?p=357928#p357928
2. Click "Vetcron Shadertoy Primitives" and pan the view with right mouse. It feels smooth and interactive.
3. Select the camera imager and enable the denoiser (you'll need to add the bool)
4. Pan the view with right mouse. It now feels much slower.
Attachments
IPR Speed Test_house.7z
(2.78 MiB) Downloaded 284 times
slow_viewport_denoiser.mp4
(3.8 MiB) Downloaded 7186 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
funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Layering bug? Diffuse material + diffuse layer opacity is not working as expected. (happens with other material layers too)

1. Load orbx and start render
2. Select the "test" material group and adjust the DIFFUSE LAYER opacity from 0 through to 1 slowly

When you go from 0 to 0.01, there is a drastic change from a darker color to a light one.
diffuse_diffuse_layer.png
Attachments
diffuse_diffuse_layer.orbx
(147.46 KiB) Downloaded 267 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
funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Composite/Layering bug?

I'm mixing 2 materials here with a 0.5 mask. If I swap the 2 material composite inputs, I should get exactly the same result, but I dont.
composite_mixing_unexpected.png
1. Double click the "test" nodegraph group
2. Swap the 2 composite inputs around
Attachments
composite_mixing_unexpected.orbx
(150.89 KiB) Downloaded 276 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
funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Composite / fake shadows bug?

Plugging this specular material into a composite, makes it darker. I think it's related to the specular fake shadows option
composite_makes_specular_material_darker.png
Attachments
composite_makes_specular_material_darker.ocs
(38.08 KiB) Downloaded 292 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
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