OctaneRender™ 2020.2 XB3

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OctaneRender™ 2020.2 XB3

Postby mojave » Mon Oct 12, 2020 10:44 pm

mojave Mon Oct 12, 2020 10:44 pm
Dear all,

We are happy to share our third experimental build of Octane 2020.2. As with all experimental software please do not use this for production purposes.

This release includes a number of bug fixes and improvements including many of those that have been reported by you in previous 2020.2 XB 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 one. 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 456.38 on Windows or 455.23 on Linux to use this version. No driver updates are required for macOS 10.13 (CUDA).

This version supports the new NVIDIA Ampere architecture on Windows and Linux. Kepler cards with compute model lower than 3.5 are just supported on macOS.

OctaneRender 2020.2 XB4 has superseded this build.

Changes since OctaneRender 2020.2 XB2:

Bugfixes:

  • Fixed a bug in the batch rendering script where the color space and curve type were wrong when they were supposed to be based on the file type.
  • Fixed camera motion blur not always working in the first frame.
  • Fixed issue when using vectron nodes with either material or object layer map nodes.
  • Fixed handling of Worley noise in the OSL interpreter
  • Fixed performance regression for devices with CM 7.0 and higher.
  • Fixed inverse IOR map not working with specular layers.
  • Fixed invalid access to index map pin for glossy materials.
  • Fixed pop-up message displayed when the license server is not reachable.
  • Fixed load of OCIO configs based on local preferences for some plugins.
  • Fixed bug when using denoising or adaptive sampling causing corrup render outputs with high resolutions.
  • Fixed render regression when using adaptive sampling.
  • Fixed render regression in cryptomatte passes.
  • Fixed render failure when enabling upsampling.
  • Fixed render failure when using specular and diffuse transmission materials in the material preview kernel.
  • Fixed application crash when re-enabling a device for rendering in the device manager.

Other changes:

  • OCIO pins in the camera imager node are placed now within their own group.
  • OS color management is not bypassed when using an OCIO view. This makes behaviour more consistent between Windows/Linux and macOS (which has unavoidable system display color management).
  • Added functionality to specify whether to force applying Octane's built-in tone mapping before applying any OCIO looks when producing output in a color space other than sRGB.

    • The camera imager node exposes a new boolean pin Force tone mapping.
    • The batch render job node exposes a new boolean pin Force tone mapping.
    • The batch rendering Lua script now has a Force tone mapping check box per render target.
    • Added a new --force-tone-mapping command line argument.
    • Lua API: PROPS_RENDER_COLOR_SPACE_INFO now has a forceToneMapping boolean property.
    • Save render popup and export passes dialog have now a Force tone mapping check box. Exporting EXRs in sRGB is no longer posible. Instead you can export in linear sRGB using this option.
  • Added smooth pin to null material with similar behaviour as all other material nodes.
  • Performance optimizations for Volta (CM 7.0), Turing (CM 7.5) and Ampere (CM 8.x) which result int ~5% extra OB score compared to the latest stable build.
  • Switch CUDA backend to version 11.1 which allows for optimizations specific to the latest Ampere devices with CM 8.6.
  • Improved compile times when using autobump map.
  • New command line argument -A which can be used to pass all subsequent arguments are passed to the input LUA script passed with --script.
  • In order to use a custom aperture texture with the universal camera Mesh UV projection must be used instead of OSL delayed UV. Old projects will be automatically converted.

Downloads

Downloads for Enterprise subscription users:

OctaneRender Enterprise 2020.2 XB3 Standalone for Windows (installer)
OctaneRender Enterprise 2020.2 XB3 Standalone for Windows (ZIP archive)
OctaneRender Enterprise 2020.2 XB3 Standalone for Linux
OctaneRender Enterprise 2020.2 XB3 Standalone for macOS (CUDA)

OctaneRender Enterprise 2020.2 XB3 Node Windows (installer)
OctaneRender Enterprise 2020.2 XB3 Node for Windows (ZIP archive)
OctaneRender Enterprise 2020.2 XB3 Node for Linux
OctaneRender Enterprise 2020.2 XB3 Node for macOS (CUDA)

Downloads for Studio subscription users:

OctaneRender Studio 2020.2 XB3 Standalone for Windows (installer)
OctaneRender Studio 2020.2 XB3 Standalone for Windows (ZIP archive)
OctaneRender Studio 2020.2 XB3 Standalone for Linux
OctaneRender Studio 2020.2 XB3 Standalone for macOS (CUDA)


Happy rendering
Your OTOY NZ team
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Re: OctaneRender™ 2020.2 XB3 [current 2020.2]

Postby funk » Wed Oct 14, 2020 12:00 pm

funk Wed Oct 14, 2020 12:00 pm
Thanks team
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Re: OctaneRender™ 2020.2 XB3 [current 2020.2]

Postby Kalua » Wed Oct 14, 2020 7:11 pm

Kalua Wed Oct 14, 2020 7:11 pm
Thanks.
Simple scenes wich worked before won't render now.
Attachments
3.jpg
C4D 25.117 Octane 2022.1.2 R4, <<2 X 3090 + NVlink>>, Windows 10, X399, AMD TR 1950X, 128 GB RAM, NVIDIA SD 536.67
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Re: OctaneRender™ 2020.2 XB3 [current 2020.2]

Postby mojave » Wed Oct 14, 2020 7:27 pm

mojave Wed Oct 14, 2020 7:27 pm
Kalua wrote:Thanks.
Simple scenes wich worked before won't render now.


There's a new driver requirement for this version. You may need an update since the viewport status bar shows no GPUs.
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Re: OctaneRender™ 2020.2 XB3 [current 2020.2]

Postby Kalua » Wed Oct 14, 2020 8:05 pm

Kalua Wed Oct 14, 2020 8:05 pm
mojave wrote:
Kalua wrote:Thanks.
Simple scenes wich worked before won't render now.


There's a new driver requirement for this version. You may need an update since the viewport status bar shows no GPUs.


Thanks. I didn't see it.
C4D 25.117 Octane 2022.1.2 R4, <<2 X 3090 + NVlink>>, Windows 10, X399, AMD TR 1950X, 128 GB RAM, NVIDIA SD 536.67
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Re: OctaneRender™ 2020.2 XB3 [current 2020.2]

Postby Kalua » Thu Oct 15, 2020 2:35 am

Kalua Thu Oct 15, 2020 2:35 am
When can we expect to see the additional 2020.2 features? Thought they would come with XB3.
C4D 25.117 Octane 2022.1.2 R4, <<2 X 3090 + NVlink>>, Windows 10, X399, AMD TR 1950X, 128 GB RAM, NVIDIA SD 536.67
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Re: OctaneRender™ 2020.2 XB3 [current 2020.2]

Postby Despot » Sat Oct 17, 2020 1:46 pm

Despot Sat Oct 17, 2020 1:46 pm
Kalua wrote:When can we expect to see the additional 2020.2 features? Thought they would come with XB3.


My thoughts exactly... still waiting for features that were promised almost a year ago

I'm thinking Anime Kernel and upgraded post-processing
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Re: OctaneRender™ 2020.2 XB3 [current 2020.2]

Postby whersmy » Sat Oct 17, 2020 2:43 pm

whersmy Sat Oct 17, 2020 2:43 pm
They were coming in 2020.2 XB2+ builds, so not necessarily XB3 I think. Might as well be 4 or 5 :idea:
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Re: OctaneRender™ 2020.2 XB3 [current 2020.2]

Postby Kalua » Sat Oct 17, 2020 3:19 pm

Kalua Sat Oct 17, 2020 3:19 pm
whersmy wrote:They were coming in 2020.2 XB2+ builds, so not necessarily XB3 I think. Might as well be 4 or 5 :idea:


Yeap! I realised that... That is why I am asking.
I guess developing new 30XX architecture creates lot of non-scheduled issues.
C4D 25.117 Octane 2022.1.2 R4, <<2 X 3090 + NVlink>>, Windows 10, X399, AMD TR 1950X, 128 GB RAM, NVIDIA SD 536.67
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Re: OctaneRender™ 2020.2 XB3 [current 2020.2]

Postby Kai_Liu » Mon Oct 19, 2020 6:17 am

Kai_Liu Mon Oct 19, 2020 6:17 am
Well, I feel like driving a lambo right now. I just upgrated my old GTX titan x to the new epic 3090.

Just some minor problems like some of my layered materials (from 2020.1) become null when loaded into XB3.0. But a quick copy and paste solved it.

Keep up the great work guys.
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