OctaneRender™ 2020.2 RC5

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OctaneRender™ 2020.2 RC5

Postby mojave » Fri Dec 11, 2020 2:58 am

mojave Fri Dec 11, 2020 2:58 am
Dear all,

We are happy to share our fifth 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.


Changes since OctaneRender 2020.2 RC4:

New features:

  • Added new blend modes Grain extract and Grain merge to the Composite texture node.
  • Added new composite operations Plus and Matte to the `Composite texture` node.
  • Added support for the planetary environment to the daylight animation scripts.
  • Added support for animation of the optional visible environment to the daylight animation scripts.
  • Added support for using RGB inputs in OSL using the setmessage("octane:throughput", value) function.
  • Added option to the render viewport context menu to save multiple render passes.
  • Added release flag navigateWhilePaused to allow camera changes while rendering is paused.

Bugfixes:

  • Fixed unnecessary error in the log when using gizmos with an OSL camera.
  • Fixed display color management not working after loading a saved UI layout.
  • Fixed primitive attributes not affecting opacity when connected to an emitting mesh and transparent emission was off.
  • Fixed issue causing extreme memory usage with some scenes using FBX.
  • Fixed incorrect loading of some FBX data when there would be emission but not displacement.
  • Fixed CUDA error that could happen when using P2P memory and enabling RTX.
  • Fixed hair material rendering black in some areas when albedo was 1.0.
  • Fixed blend modes Linear light, Pin light and Vivid light which were interpreting upper and lower layers opposite to expected.
  • Fixed issue with the motion pass not taking into account the pixel aspect ratio.
  • Fixed issue with the motion pass which used to generate vectors in world space instead of screen space when using the universal camera in thin lens mode.
  • Fixed application crash happening when using a render target node with no composite AOVs input.
  • Fixed batch render script which would save multilayer EXR with no extension.
  • Fixed issue causing Lua scripts to not to be added to the scripts menu after rescaning the folder on macOS.
  • Fixed dielectric IOR map not overriding dielectric IOR unless the latter is not equal to 1.0.
  • Fixed bug with composite material rendering black if it would have more than 3 inputs.

Other changes:

  • An error message is displayed in the log if the render data compilation fails in an unhandled way instead of failing silently.
  • Batch rendering informs about output templates that would result in clashes in output file names which would result in overwritten images.
  • Nested dielectics priority goes from 0 to 100 where higher values mean higher priority.
  • Changes in the Composite texture node:

    • Added composite operations also to the list of blend modes. When one of these is selceted as a blend mode the value in the overlay mode will be ignored.
    • Clamp the intermediate results if the Clamp flag is set.
    • Renamed composite operation in each layer to overlay mode.
    • Renamed the following blend modes: Darken (Min) becomes Darken, DestAtop becomes Cutout, Inverse divide becomes Reverse, Inverse subtract (From) becomes From, Darker color - luminance becomes Darker luminance, Lighten (Max) becomes Lighten, Lighter color - luminance becomes Lighter luminance, Linear light becomes Linear light (Stamp), Subtract (Minus) becomes Substract.
    • The backdrop alpha modulation no longer applies when the blend mode is applied to the alpha channels.
    • Updated the way blend modes and composite operations are grouped in the UI.


Downloads

Downloads for Enterprise subscription users:

OctaneRender Enterprise 2020.2 RC5 Standalone for Windows (installer)
OctaneRender Enterprise 2020.2 RC5 Standalone for Windows (ZIP archive)
OctaneRender Enterprise 2020.2 RC5 Standalone for Linux
OctaneRender Enterprise 2020.2 RC5 Standalone for macOS (CUDA)

OctaneRender Enterprise 2020.2 RC5 Node Windows (installer)
OctaneRender Enterprise 2020.2 RC5 Node for Windows (ZIP archive)
OctaneRender Enterprise 2020.2 RC5 Node for Linux
OctaneRender Enterprise 2020.2 RC5 Node for macOS (CUDA)

Downloads for Studio subscription users:

OctaneRender Studio 2020.2 RC5 Standalone for Windows (installer)
OctaneRender Studio 2020.2 RC5 Standalone for Windows (ZIP archive)
OctaneRender Studio 2020.2 RC5 Standalone for Linux
OctaneRender Studio 2020.2 RC5 Standalone for macOS (CUDA)

Happy rendering
Your OTOY NZ team
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Re: OctaneRender™ 2020.2 RC5 [current 2020.2]

Postby jianle » Mon Dec 14, 2020 9:46 am

jianle Mon Dec 14, 2020 9:46 am
cheers! happy GPU render
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Re: OctaneRender™ 2020.2 RC5 [current 2020.2]

Postby funk » Mon Dec 14, 2020 10:10 am

funk Mon Dec 14, 2020 10:10 am
Thanks team
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Re: OctaneRender™ 2020.2 RC5 [current 2020.2]

Postby Jolbertoquini » Tue Dec 15, 2020 11:26 am

Jolbertoquini Tue Dec 15, 2020 11:26 am
Hi Guys,

Thanks for that update I still have my question about the composite tools as I asked the last post of the RC4 what is the plans for that? how can we do on the better way the lights passes and compositing in composite tool? but denoised? any sugestion or future option??

here my messsage before:

First I'm trying to get composed the light passes so I can change color and scale the power everything works great but all the render I can get the denoised output which loose completely the idea of optmisation when we use Spectral Ai Denoiser a lot on our production workflow.

Our turn around is usually we create multiple render targets and on the kernel "light" section we activate the lights we want so this way we get all passes denoised with Spectral Ai Denoiser and we are doing a composite at AE and is already our workflow, works great.

Here my questions:

1.Can we use compisite to compose different render targets as one result?

2.How to get then the light passes denoised with Spectral Ai Denoiser?

Since we render separate those multiple render target with Spectral Ai Denoiser shoud we support the new composite between render targets or maybe just have denoised light passes??

Best,
JO
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Re: OctaneRender™ 2020.2 RC5 [current 2020.2]

Postby vime » Tue Dec 15, 2020 12:12 pm

vime Tue Dec 15, 2020 12:12 pm
What I'd really love would be more basic stuff like "--no-gui" actually working for linux :) Thanks!
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Re: OctaneRender™ 2020.2 RC5 [current 2020.2]

Postby abstrax » Tue Dec 15, 2020 8:45 pm

abstrax Tue Dec 15, 2020 8:45 pm
goetzmoritz wrote:What I'd really love would be more basic stuff like "--no-gui" actually working for linux :) Thanks!

It should work. What exactly is not working?
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Re: OctaneRender™ 2020.2 RC5 [current 2020.2]

Postby vijay » Tue Dec 15, 2020 9:16 pm

vijay Tue Dec 15, 2020 9:16 pm
Jolbertoquini wrote:Hi Guys,

Thanks for that update I still have my question about the composite tools as I asked the last post of the RC4 what is the plans for that? how can we do on the better way the lights passes and compositing in composite tool? but denoised? any sugestion or future option??

here my messsage before:

First I'm trying to get composed the light passes so I can change color and scale the power everything works great but all the render I can get the denoised output which loose completely the idea of optmisation when we use Spectral Ai Denoiser a lot on our production workflow.

Our turn around is usually we create multiple render targets and on the kernel "light" section we activate the lights we want so this way we get all passes denoised with Spectral Ai Denoiser and we are doing a composite at AE and is already our workflow, works great.

Here my questions:

1.Can we use compisite to compose different render targets as one result?

2.How to get then the light passes denoised with Spectral Ai Denoiser?

Since we render separate those multiple render target with Spectral Ai Denoiser shoud we support the new composite between render targets or maybe just have denoised light passes??

Best,
JO


Sorry, both are not possible currently. To able to compose multiple render target, we would need some major changes in octane core, But we will be working on it in future. The current denoiser model requires dozens of data as input to denoise a pass, so practically impossible denoise an arbitrary pass with the current model.
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Re: OctaneRender™ 2020.2 RC5 [current 2020.2]

Postby efforce » Tue Dec 15, 2020 9:19 pm

efforce Tue Dec 15, 2020 9:19 pm
vijay_thirukonda wrote:
Jolbertoquini wrote:Hi Guys,

Thanks for that update I still have my question about the composite tools as I asked the last post of the RC4 what is the plans for that? how can we do on the better way the lights passes and compositing in composite tool? but denoised? any sugestion or future option??

here my messsage before:

First I'm trying to get composed the light passes so I can change color and scale the power everything works great but all the render I can get the denoised output which loose completely the idea of optmisation when we use Spectral Ai Denoiser a lot on our production workflow.

Our turn around is usually we create multiple render targets and on the kernel "light" section we activate the lights we want so this way we get all passes denoised with Spectral Ai Denoiser and we are doing a composite at AE and is already our workflow, works great.

Here my questions:

1.Can we use compisite to compose different render targets as one result?

2.How to get then the light passes denoised with Spectral Ai Denoiser?

Since we render separate those multiple render target with Spectral Ai Denoiser shoud we support the new composite between render targets or maybe just have denoised light passes??

Best,
JO


Sorry, both are not possible currently. To able to compose multiple render target, we would need some major changes in octane core, But we will be working on it in future. The current denoiser model requires dozens of data as input to denoise a pass, so practically impossible denoise an arbitrary pass with the current model.


"compisite to compose different render targets as one result" + "Postproduction tools
Hopefully we can see these features in the near future.
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Re: OctaneRender™ 2020.2 RC5 [current 2020.2]

Postby Jolbertoquini » Wed Dec 16, 2020 9:57 am

Jolbertoquini Wed Dec 16, 2020 9:57 am
vijay_thirukonda wrote:Sorry, both are not possible currently. To able to compose multiple render target, we would need some major changes in octane core, But we will be working on it in future. The current denoiser model requires dozens of data as input to denoise a pass, so practically impossible denoise an arbitrary pass with the current model.


Okay thanks for the information Vijay I guess I could use the "image aov composite" for now I render out the main output from rendertarget by rendering denoise each light and then using octane to compo works well but need render out and put back is quite some work would be great to have automatic load I may right a lua script to do that would be interesting.

best,
JO
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Re: OctaneRender™ 2020.2 RC5 [current 2020.2]

Postby Silverwing » Wed Dec 16, 2020 5:07 pm

Silverwing Wed Dec 16, 2020 5:07 pm
Hi there Otoy-Team.
Thank you very much for your hard work for pulling off such nice features. I really enjoyed today figuring out some of the new features thought the new C4D Built.
However I also encountered a possible bug with the new very useful nested dielectrics system:

I made a Video to explain what´s happening. I also provide a C4D File as well as a ORBx for you to check out.
Might be that I am not familiar with some new setting (e.g. setting the nested depth somewhere)

Link to Video:
https://drive.google.com/drive/folders/ ... sp=sharing

Would appreciate you have a look at it.
Thanks in advance!

Raphael
Attachments
Nested_Dielectrics_Problem_01.jpg
Dielectrics_Issue_01.zip
Cinem 4D Scene
(15.59 MiB) Downloaded 203 times
Dielectrics_Issue_01.orbx
OrbX Export
(16.48 MiB) Downloaded 189 times
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