OctaneRender™ 2020.1 RC2 [superseded by 2020.1 RC3]

Forums: OctaneRender™ 2020.1 RC2 [superseded by 2020.1 RC3]
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OctaneRender™ 2020.1 RC2 [superseded by 2020.1 RC3]

Postby mojave » Wed Mar 11, 2020 1:38 am

mojave Wed Mar 11, 2020 1:38 am
Dear all,

We are happy to share a new release candidate of Octane 2020.1. This means that this release contains all features planned for the stable build once it is released but we may still go through more iterations to solve any issues as required. Please be aware this is still not a stable release so please do not use this for production purposes.

This release includes a number of bug fixes and improvements including most of what has been reported by you in previous builds. There are still some outstanding issues that could not make it to this release but we are making good progress and they should be coming in the next release. Thank you all for your support.

Should you find any issues with this release please report using this thread so we can make sure we provide you with the best feedback.

Make sure to use a NVIDIA Studio driver with version at least 435.80 for Windows or 435.12 for Linux to enable support for RTX hardware acceleration. There are no OSX drivers that currently support RTX.

2020.1 RC3 has superseded this build.

Changes since OctaneRender 2020.1 RC1:

Improvements:

  • Performance improvement when using fast rounded edges with RTX geometry.
  • Make the ground in the Hosek daylight model dark when the sun is down.
  • Added sun intensity parameter to daylight and planetary environments.
  • Added opacity pin to shadow catcher material.

Bugfixes:

  • Fixed scenario in which geometry processed using RTX would be displayed in the wrong order.
  • Fixed scenario in which mediums would be not displayed correctly when mixing RTX and non-RTX primitives.
  • Fixed wireframe info pass with RTX on.
  • Fixed resolution lock when using DPI scaling.
  • Fixed slider and value bounds on the "fov" and "focal length" camera nodes.
  • Fixed inability to use extra UV sets with media.
  • Fixed issue causing planes to not to be displayed when they are the only objects in the scene.
  • Fixed issue causing info passes to get stuck at sample zero.
  • Fixed a bug where enabling shadow pass makes the main render pass's surfaces a lot brighter.
  • Fixed broken undo after replacing a node with some scripted node graphs.
  • Fixed incorrect import of some Alembic data using vertex attributes.
  • Fixed an issue with double-sided surface when using mix material, where the backface and the frontface should have its surface shaded equivalently.
  • Fixed illegal memory access happening during scene compilation with meshes producing very large vertex buffers.
  • Fixed issue that caused geometry that is on an inactive render layer to become visible behind a surface with a specular material with "affects alpha" on.
  • Fixed some scenarios producing wrong results due to alpha sampling not properly working with multiple layers inside a mix material.
  • Fixed artifacts with vertex displacement when the geometry has no UV and projection type is set to mesh UV.

Other changes:

  • The FBX library is not bundled as a dynamic library anymore.
  • Replaced button acronyms by actual names in the controls preferences dialog.
  • Change the category of sphere and quad light nodes to "Sphere light" and "Quad light" respectively.

Downloads

Downloads for Enterprise subscription users:

OctaneRender Enterprise 2020.1 RC2 Standalone for Windows (installer)
OctaneRender Enterprise 2020.1 RC2 Standalone for Windows (ZIP archive)
OctaneRender Enterprise 2020.1 RC2 Standalone for Linux
OctaneRender Enterprise 2020.1 RC2 Standalone for OSX

OctaneRender Enterprise 2020.1 RC2 Slave for Windows (installer)
OctaneRender Enterprise 2020.1 RC2 Slave for Windows (ZIP archive)
OctaneRender Enterprise 2020.1 RC2 Slave for Linux
OctaneRender Enterprise 2020.1 RC2 Slave for MacOS

Downloads for Studio subscription users:

OctaneRender Studio 2020.1 RC2 Standalone for Windows (installer)
OctaneRender Studio 2020.1 RC2 Standalone for Windows (ZIP archive)
OctaneRender Studio 2020.1 RC2 Standalone for Linux
OctaneRender Studio 2020.1 RC2 Standalone for OSX


Happy rendering
Your OTOY NZ team
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Re: OctaneRender™ 2020.1 RC2 [latest 2020.1.x]

Postby nejck » Wed Mar 11, 2020 8:40 am

nejck Wed Mar 11, 2020 8:40 am
Seems like a solid bug fix release which I personally much appreciate! Thank you all for all the hard work! :)
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Re: OctaneRender™ 2020.1 RC2 [latest 2020.1.x]

Postby rajib » Wed Mar 11, 2020 11:59 am

rajib Wed Mar 11, 2020 11:59 am
Hi Otoy Support / Dev Team,

Seams still appearing at the UV edge in SSS / main render pass.

SSS UV Seam Issue.jpg
SSS UV edge seams


Hope this is being fixed.

Regards,
Rajib
Windows 10 Pro|Intel i9-9980XE|128GB RAM|4xTitan RTX|Houdini 18|Daz Studio Pro 4.12|Octane 2020.1|Plugins : DAZ 2020.1.0.55, Houdini 2019.1.5|NVIDIA 442.19 Studio Standard
Gallery : https://render.otoy.com/forum/viewtopic.php?f=5&t=70965
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Re: OctaneRender™ 2020.1 RC2 [latest 2020.1.x]

Postby Zay » Wed Mar 11, 2020 4:12 pm

Zay Wed Mar 11, 2020 4:12 pm
Upsampler still not working on Win7.
Win 7 64bit | 3.4GHz I7 | 64GB ram | 2x GTX 1080Ti + 980Ti - driver 456.71| Modo/Blender/ZBrush/Daz/Poser
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Re: OctaneRender™ 2020.1 RC2 [latest 2020.1.x]

Postby mojave » Wed Mar 11, 2020 7:51 pm

mojave Wed Mar 11, 2020 7:51 pm
rajib wrote:Hi Otoy Support / Dev Team,

Seams still appearing at the UV edge in SSS / main render pass.

Hope this is being fixed.

Regards,
Rajib


We are aware of this and is on top of our priority list, it just didn't make the cut for this release.
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Re: OctaneRender™ 2020.1 RC2 [latest 2020.1.x]

Postby jimho » Wed Mar 11, 2020 8:12 pm

jimho Wed Mar 11, 2020 8:12 pm
regard to the nvlink,
it shows much more solid than last version, I think it is a big progress, very happy to see and thanks Otoy,

there are 4 RTX2080ti in my work station, though both are physically linked by bridges, there are only one pair are recognized and configured as sli, since there is limitation from Nvidia's driver,
I tried quite a few times with a big scene, each time the linked pair works,
though the other two normal GPU fails (which are not shown as linked) , only when I uncheck them from the "use priority" box, I got this:
NVlink_test3.jpg
suprisingly the ooc and nvlink both working at the same time
NVlink_test3.jpg (112.58 KiB) Viewed 4324 times

RTX Pool.JPG

means the stability for the combination of linked and unlinked GPU is still vulnerable
hope the nvlinked pair could work togethet with other GPUs soon.

Jim

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Re: OctaneRender™ 2020.1 RC2 [latest 2020.1.x]

Postby funk » Wed Mar 11, 2020 8:25 pm

funk Wed Mar 11, 2020 8:25 pm
Thanks team. The link to the windows slave zip is broken.
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Re: OctaneRender™ 2020.1 RC2 [latest 2020.1.x]

Postby mojave » Wed Mar 11, 2020 8:37 pm

mojave Wed Mar 11, 2020 8:37 pm
funk wrote:Thanks team. The link to the windows slave zip is broken.


It should be fixed now, thanks for the heads up.
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Re: OctaneRender™ 2020.1 RC2 [latest 2020.1.x]

Postby funk » Wed Mar 11, 2020 9:30 pm

funk Wed Mar 11, 2020 9:30 pm
Is random walk meant to work when plugged into a vdb volume? It has "volume step length" and "ray step length" pins, which only make sense for volumes.

If I plug the random walk node into a volume, it just vanishes.

I posted a file and steps here: viewtopic.php?f=33&t=73728&start=40#p376909
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Re: OctaneRender™ 2020.1 RC2 [latest 2020.1.x]

Postby mojave » Wed Mar 11, 2020 9:44 pm

mojave Wed Mar 11, 2020 9:44 pm
funk wrote:Is random walk meant to work when plugged into a vdb volume? It has "volume step length" and "ray step length" pins, which only make sense for volumes.

If I plug the random walk node into a volume, it just vanishes.

I posted a file and steps here: viewtopic.php?f=33&t=73728&start=40#p376909


We are aware of this issue and we are planning to have it fixed. Be aware that in principle random walk is not meant to be used in volumes due to how the actual algorithm works but we will make it work in such a way that if you plug it the volume does not vanish and uses the material info similar to when you apply a volume medium into a specular material.
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