OctaneRender™ 2020.1 RC3 [superseded by 2020.1 RC4]

Forums: OctaneRender™ 2020.1 RC3 [superseded by 2020.1 RC4]
A forum where development builds are posted for testing by the community.
Forum rules
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.

OctaneRender™ 2020.1 RC3 [superseded by 2020.1 RC4]

Postby mojave » Sun Apr 12, 2020 5:41 am

mojave Sun Apr 12, 2020 5:41 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2020.1 RC4 has superseded this build.

Changes since OctaneRender 2020.1 RC2:

Bugfixes:

  • Fixed a crash when saving images from certain scenes due to erroneous infinite scene bounds.
  • Fixed autobump scale getting reset to zero after changing other material values.
  • Fixed material and object layer map nodes which could not be used for scripted graphs.
  • Fixed issue on OSX with shortcuts which use the command key not working.
  • Fixed issue causing layered material to not show emission when the base diffuse material was completely black.
  • Fixed issue with specular material generating fireflies when using sun environment.
  • Fixed issue with denoiser causing darker edges when objects would be out of focus and alpha channel was enabled.
  • Fixed issue that would cause the denoised main pass to miss the environment.l
  • Fixed render freeze when enabling the wireframe pass with volumes.
  • Fixed issue causing an incorrect bump map strenght to be applied when auto bumpmap was enabled.
  • Fixed issue causing an error when using RTX and out of core.
  • Fixed crash on slave nodes when using adaptive sampling and a mix of beauty and info passes.
  • Fixed wrong lighting when using both RTX and non-RTX geometry if alpha shadows were disabled.
  • Fixed issue with subsurface scattering causing visible seams.
  • Fixed issue causing excessive noise when using random walk medium with non-uniform color.
  • Fixed crash when closing the Lua script editor window while the built-in preset drop-down was open.
  • Fixed standalone installer to not to add slave shortcuts as this has now its own separate installer.

Other changes:

  • Removed lock step length pin in medium nodes. This has been replaced by a checkbox that enables using volume step length for volume shadow step length.
  • Render slaves use the same RTX on/off setting as the master they are connected to and changes in the master are propagated to all slaves.
  • Added new value octane.modifierKey.CMD to the Lua API which deprecates octane.modifierKey.CMD_WIN.

Downloads

Downloads for Enterprise subscription users:

OctaneRender Enterprise 2020.1 RC3 Standalone for Windows (installer)
OctaneRender Enterprise 2020.1 RC3 Standalone for Windows (ZIP archive)
OctaneRender Enterprise 2020.1 RC3 Standalone for Linux
OctaneRender Enterprise 2020.1 RC3 Standalone for OSX
OctaneRender Enterprise 2020.1 RC3 Slave for Windows (installer)
OctaneRender Enterprise 2020.1 RC3 Slave for Windows (ZIP archive)
OctaneRender Enterprise 2020.1 RC3 Slave for Linux
OctaneRender Enterprise 2020.1 RC3 Slave for MacOS

Downloads for Studio subscription users:

OctaneRender Studio 2020.1 RC3 Standalone for Windows (installer)
OctaneRender Studio 2020.1 RC3 Standalone for Windows (ZIP archive)
OctaneRender Studio 2020.1 RC3 Standalone for Linux
OctaneRender Studio 2020.1 RC3 Standalone for OSX


Happy rendering
Your OTOY NZ team
User avatar
mojave
OctaneRender Team
OctaneRender Team
 
Posts: 1259
Joined: Sun Feb 08, 2015 10:35 pm

Re: OctaneRender™ 2020.1 RC3 [latest 2020.1.x]

Postby funk » Sun Apr 12, 2020 11:53 pm

funk Sun Apr 12, 2020 11:53 pm
Thanks team
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
Licensed Customer
 
Posts: 1204
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Re: OctaneRender™ 2020.1 RC3 [latest 2020.1.x]

Postby jimho » Mon Apr 13, 2020 6:22 am

jimho Mon Apr 13, 2020 6:22 am
Happy to see there is a lot of progress for both OOC and NVlink in this release.

I am testing with two scenes
Scene 1, contains a supper mesh (one single mesh with 20M triangles), the entire scene with 44M triangles, on the master side there are 2xquadro 6000 and 2x2080ti both pairs with nvlink applied and actived under nvidia control panel.
Scene 2. with a lot of 4K and 8K textures

Conclusion is both Nvlink and ooc are working now, though there is still limitations:
1 for super mesh senario,combination of RTX+nvlink+ network rendering could work quite stablely, ooc will be low priority for this senario, (when head room is not big enough ooc will fail, RTX and ooc still conflict in some cases though less than before)
2 for super texture senario, nvlink may fail, yet ooc works.

Thanks for the team, It is a great progress!

Jim

Supermicro 4028GR TR2|Intel xeon E5 2697 V3| windows 10| revit 2019 |Titan V+ Quadro GV100+RTX 2080 Ti
jimho
Licensed Customer
Licensed Customer
 
Posts: 263
Joined: Tue Aug 21, 2018 10:58 am

Re: OctaneRender™ 2020.1 RC3 [latest 2020.1.x]

Postby renderingz » Mon Apr 13, 2020 12:46 pm

renderingz Mon Apr 13, 2020 12:46 pm
Just FYI - there's zero point in adding the ACES rendering space if you don't allow users to load the ocio.config file in the live viewer for the correct view transform.

Users need to be able to load ACESsRGB view transform, otherwise, the current implementation is analagous to saying; " we support rendering in sRGB", but not supporting sRGB viewing in the live viewer. You're working blind, it's pretty useless.

I'd say you need to implement this before you claim ACES support.
Win `10/ Cinema 4D R17 / 2 x 780 GTX 6GB + 2 x 980ti
renderingz
Licensed Customer
Licensed Customer
 
Posts: 148
Joined: Fri Nov 06, 2015 12:09 pm

Re: OctaneRender™ 2020.1 RC3 [latest 2020.1.x]

Postby linograndiotoy » Mon Apr 13, 2020 2:45 pm

linograndiotoy Mon Apr 13, 2020 2:45 pm
OpenColorIO is on the roadmap (1:16:45s):

https://developer.nvidia.com/gtc/2020/video/s22153
linograndiotoy
OctaneRender Team
OctaneRender Team
 
Posts: 1157
Joined: Thu Feb 01, 2018 7:10 pm

Re: OctaneRender™ 2020.1 RC3 [latest 2020.1.x]

Postby Notiusweb » Mon Apr 13, 2020 3:28 pm

Notiusweb Mon Apr 13, 2020 3:28 pm
Why do you show that old Brigade real time stuff....
Come on, not even Unreal Engine can do that.

I'll say this - If a map somehow is baked into a scene and moved around, that will be very cool , I would like to see this...albeit is not live active rendering.

Ahhh!....Wait!...
Brigade is some kind of a baking engine, right?
Eh!?...
In that case bake me a cake as fast as you can!
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
Notiusweb
Licensed Customer
Licensed Customer
 
Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

Re: OctaneRender™ 2020.1 RC3 [latest 2020.1.x]

Postby Notiusweb » Mon Apr 13, 2020 5:15 pm

Notiusweb Mon Apr 13, 2020 5:15 pm
This whole RNDR thing has me very concerned...It is dependent on a network of users?
Okay, idea aside -
Whoever is being paid outside of Otoy, by Otoy, to orchestrate this....jeez...they are going to leave Otoy struggling to manage this.
OnLive, Google Stadia - these models struggle.
Please don't get me wrong, the idea is amazing.
But the company/ies pushing you to give them money for their expertise on this are only going to leave you with less $.
Please - I hope you are not ripped off on speculative stuff like this that you will need to abandon later at a loss.

PS - if you are the ones, yourself, making more $ in the end then forget what I just said...great job!
:twisted:
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
Notiusweb
Licensed Customer
Licensed Customer
 
Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

Re: OctaneRender™ 2020.1 RC3 [latest 2020.1.x]

Postby renderingz » Mon Apr 13, 2020 5:32 pm

renderingz Mon Apr 13, 2020 5:32 pm
linograndiotoy wrote:OpenColorIO is on the roadmap (1:16:45s):

https://developer.nvidia.com/gtc/2020/video/s22153


Good to know this is on the radar but your marketing is misleading, in the feature list of 2020.1 you advertise ACES: new workflow, but your current implementation is only an export rendering space - this is effectively useless in production, you absolutely need to be able to look dev/preview render with ACESsRGB applied.
Win `10/ Cinema 4D R17 / 2 x 780 GTX 6GB + 2 x 980ti
renderingz
Licensed Customer
Licensed Customer
 
Posts: 148
Joined: Fri Nov 06, 2015 12:09 pm

Re: OctaneRender™ 2020.1 RC3 [latest 2020.1.x]

Postby Goldorak » Mon Apr 13, 2020 7:25 pm

Goldorak Mon Apr 13, 2020 7:25 pm
Notiusweb wrote:Why do you show that old Brigade real time stuff....
Come on, not even Unreal Engine can do that.

I'll say this - If a map somehow is baked into a scene and moved around, that will be very cool , I would like to see this...albeit is not live active rendering.

Ahhh!....Wait!...
Brigade is some kind of a baking engine, right?
Eh!?...
In that case bake me a cake as fast as you can!


There is nothing old about this:

https://www.facebook.com/groups/OctaneR ... 481588191/
User avatar
Goldorak
OctaneRender Team
OctaneRender Team
 
Posts: 2321
Joined: Sun Apr 22, 2012 8:09 pm

Re: OctaneRender™ 2020.1 RC3 [latest 2020.1.x]

Postby Notiusweb » Mon Apr 13, 2020 8:08 pm

Notiusweb Mon Apr 13, 2020 8:08 pm
Goldorak wrote:
Notiusweb wrote:Why do you show that old Brigade real time stuff....
Come on, not even Unreal Engine can do that.

I'll say this - If a map somehow is baked into a scene and moved around, that will be very cool , I would like to see this...albeit is not live active rendering.

Ahhh!....Wait!...
Brigade is some kind of a baking engine, right?
Eh!?...
In that case bake me a cake as fast as you can!


There is nothing old about this:

https://www.facebook.com/groups/OctaneR ... 481588191/


Is it better than the Unreal Engine one...please please please say it is then!! I have RTX cards.
Because If you give us 1080p+ with Groom Hairs and Vectrons, all running 60Fps...
Or anything close to that real-time speed, I admit I will collapse in sheer joy!
(I already collapsed in celebration once when we got 2xSS with Random Walk and Hair material opacity, but then I imported a groom hair and it chugged everything slow again...)

On another note, thanks for having this, not a lot of upbeat news to look forward to these days.
I did find myself clapping my hands when I heard the lens flare and Post Process part, like that a lot!
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
Notiusweb
Licensed Customer
Licensed Customer
 
Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am
Next

Return to Development Build Releases


Who is online

Users browsing this forum: No registered users and 17 guests

Thu Apr 25, 2024 4:29 pm [ UTC ]