OctaneRender™ 2020.2 RC2

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OctaneRender™ 2020.2 RC2

Postby mojave » Sun Nov 15, 2020 7:35 pm

mojave Sun Nov 15, 2020 7:35 pm
Dear all,

We are happy to share our second release candidate build of Octane 2020.2. Note this is is still not a production build so please do not use this for production purposes.

This release includes now all features which will be part of the final 2020.2 stable release. This includes fixes from issues you reported in previous builds as well as some functional updates according to your feedback. Note we are keeping track of all your reports but there are still some fixes could not make it to this release, we are making good progress and they should be coming before this goes into production. 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OctaneRender 2020.2 RC3 has superseded this build.

Changes since OctaneRender 2020.2 RC1:

New features:

  • Added Resolution pin to Chaos texture which specifies the resolution used to sample the input texture.
  • Added Clamp pin to Composite texture which specifies whether it should clamp the result of blending each layer to [0,1].

Bugfixes:

  • Fixed composite AOV updates not working except when using a composite AOV node.
  • Fixed issue causing autobump map in vertex displacement to not to work when using sheen with glossy materials.
  • Fixed error in the network render node.

Other changes:

  • Renamed Channel invert texture to Channel inverter and moved into Texture > Utility sub-category.
  • Renamed Channel map texture to Channel mapper and moved into Texture > Utility sub-category.
  • Renamed Channel merge texture to Channel merger and moved into Texture > Utility sub-category.
  • Renamed Channel pick texture to Channel picker and moved into Texture > Utility sub-category.
  • Moved Chaos texture into Texture > Mapping sub-category.
  • Moved Composite texture into Texture > Utility sub-category.
  • Moved Ray switch texture into Texture > Utility sub-category.
  • Moved Spotlight texture into Texture > Utility sub-category.
  • Reordered the blend modes in the Composite texture to match that used in other software packages.

Downloads

Downloads for Enterprise subscription users:

OctaneRender Enterprise 2020.2 RC2 Standalone for Windows (installer)
OctaneRender Enterprise 2020.2 RC2 Standalone for Windows (ZIP archive)
OctaneRender Enterprise 2020.2 RC2 Standalone for Linux
OctaneRender Enterprise 2020.2 RC2 Standalone for macOS (CUDA)

OctaneRender Enterprise 2020.2 RC2 Node Windows (installer)
OctaneRender Enterprise 2020.2 RC2 Node for Windows (ZIP archive)
OctaneRender Enterprise 2020.2 RC2 Node for Linux
OctaneRender Enterprise 2020.2 RC2 Node for macOS (CUDA)

Downloads for Studio subscription users:

OctaneRender Studio 2020.2 RC2 Standalone for Windows (installer)
OctaneRender Studio 2020.2 RC2 Standalone for Windows (ZIP archive)
OctaneRender Studio 2020.2 RC2 Standalone for Linux
OctaneRender Studio 2020.2 RC2 Standalone for macOS (CUDA)


Happy rendering
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Re: OctaneRender™ 2020.2 RC2 [current 2020.2]

Postby funk » Tue Nov 17, 2020 3:54 am

funk Tue Nov 17, 2020 3:54 am
Thanks team
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Re: OctaneRender™ 2020.2 RC2 [current 2020.2]

Postby funk » Tue Nov 17, 2020 4:22 am

funk Tue Nov 17, 2020 4:22 am
BUG: Composite node overwrites wrong pins when nodes are expanded

I just wanted to add a bit more info to the previous bug I posted here:
viewtopic.php?p=392217#p392217

This bug does not happen on saved scenes which already contain a composite node (I think). It only seems to happen after adding the node and doing these steps:

1. Add a composite texture. NOTE: If you hover over the node inputs, the far LEFT pin is layer 2 input, while right is layer 1
2. In the inspector, set layer 1 input to "checks"
3. Set layer 2 input to "noise"
4. In the inspector, right click the layer 1 input icon > expand

RESULT: The checks node expands but is attached to layer 2 input pin, which is wrong. It overwrites the previously connected noise node.

I added an image to make this clearer.

composite_texture_expand_overwrites_wrong_pins.png
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Re: OctaneRender™ 2020.2 RC2 [current 2020.2]

Postby funk » Tue Nov 17, 2020 7:28 am

funk Tue Nov 17, 2020 7:28 am
BUG: Log filled with "how did we end up with a non-mesh scene graph attached to a mesh node?"

1. Window > create log window and dock it under the outliner
2. Select the rendertarget to start rendering
3. Select the "sphere light" node
4. Activate the move gizmo and move the light in the viewport

The log fills with this message:
"how did we end up with a non-mesh scene graph attached to a mesh node?"
Attachments
log_filled_moving_sphere_light.ocs
(80.27 KiB) Downloaded 214 times
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Re: OctaneRender™ 2020.2 RC2 [current 2020.2]

Postby linograndiotoy » Tue Nov 17, 2020 9:09 am

linograndiotoy Tue Nov 17, 2020 9:09 am
Chaos node is still not "friendly" with HDR images:

Chaos_Issue.PNG


Connecting the Image node to the displacement directly works as expected:

Chaos_Issue_02.PNG
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Re: OctaneRender™ 2020.2 RC2 [current 2020.2]

Postby itsallgoode9 » Tue Nov 17, 2020 7:42 pm

itsallgoode9 Tue Nov 17, 2020 7:42 pm
There seems to be an issue with triplaner and normal map maybe? I can't quit figure out what is going on but I'm getting UV seams showing in a normal map that don't show up if I assign that normal to a diffuse instead.

TriPlanarSeams.jpg
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Re: OctaneRender™ 2020.2 RC2 [current 2020.2]

Postby wallace » Tue Nov 17, 2020 11:07 pm

wallace Tue Nov 17, 2020 11:07 pm
itsallgoode9 wrote:There seems to be an issue with triplaner and normal map maybe? I can't quit figure out what is going on but I'm getting UV seams showing in a normal map that don't show up if I assign that normal to a diffuse instead.

TriPlanarSeams.jpg


Are you able to post an orbx of the scene? Thanks.
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Re: OctaneRender™ 2020.2 RC2 [current 2020.2]

Postby grimm » Wed Nov 18, 2020 2:47 am

grimm Wed Nov 18, 2020 2:47 am
This version doesn't find my GPUs on Linux. I'm running Nvidia driver version 455.28 which is higher than 455.23. Is there a problem with this version? Thanks,
Linux Mint 20 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 460.56
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Re: OctaneRender™ 2020.2 RC2 [current 2020.2]

Postby funk » Wed Nov 18, 2020 3:43 am

funk Wed Nov 18, 2020 3:43 am
There was a small discussion on discord related to the color correction node. Someone was wondering why they couldn't plug a texture into the HUE pin.

It would be a lot more flexible if it was a float texture rather than a float value. That goes for most of the pins here.

Its probably too late to change these old pins, but I see you are adding new pins in 2020.2 (gain, exposure and mask).

Since 2020.2 is still being tested, could we change some of these new pins to texture inputs instead? At least "Mask" seems like a good candidate for texture input.
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Re: OctaneRender™ 2020.2 RC2 [current 2020.2]

Postby mojave » Wed Nov 18, 2020 7:34 pm

mojave Wed Nov 18, 2020 7:34 pm
grimm wrote:This version doesn't find my GPUs on Linux. I'm running Nvidia driver version 455.28 which is higher than 455.23. Is there a problem with this version? Thanks,


Did you update your drivers recently and/or have the same issue with other recent or older versions?
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