OctaneRender™ 2020.2 RC7 [obsolete]

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OctaneRender™ 2020.2 RC7 [obsolete]

Postby abstrax » Wed Jan 20, 2021 9:02 am

abstrax Wed Jan 20, 2021 9:02 am
Hi all,

This is the 7th and hopefully last release candidate build of Octane 2020.2. Note that this is is still not a production build so please do not use it for production purposes.

This release includes 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.

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 RC6:

Improvements:

  • The composite texture and AOV nodes have the inputs of their layers grouped in a separate layer node. (We are still planning to provide an interface to reorder layers of composite nodes, but this will be released after 2020.2 stable has been released.)
  • The priority range for nested dielectrics is now [-100 .. 100].
  • Improved the performance of changing non-image inputs of the chaos texture node.
  • Any error messages collected during startup are logged before Octane is stopped.
  • Improved error message if an OCIO tranformation can't be generated.
  • OSL Ng is now returning the non-interpolated normal for triangles - calculated from the geometry. To get the interpolated vertex/smooth normal you can use getAttribute("hit:smooth-normal", ...).
  • Standalone: If the command line argument --no-gui is set, all error messages will go to the command line and won't open error dialogs.

Bugfixes:

  • Fixed crash when a CUDA error happens during denoising (see viewtopic.php?p=394386#p394386).
  • Fixed a crash caused by a specific combination of empty texture and material pins.
  • Fixed denoiser crash on Maxwell GPUs.
  • Fixed CUDA failure when peer-to-peer rendering is enabled and you stop+start rendering (see viewtopic.php?p=395065#p395065) or toggle RTX while rendering.
  • Fixed filter pass not rendering anything for hair material and universal material's specular transmission + diffuse reflection layer (see viewtopic.php?p=394519#p394519).
  • Fixed artefacts around objects inside glass if nested dielectrics and dispersion are enabled (see viewtopic.php?p=394893#p394893).
  • Fixed thin wall materials rendering incorrectly when sitting inside a specular material (see viewtopic.php?p=395013#p395013).
  • Fixed a renderer stall caused by not always adding an extra blank material name when needed when loading an animated Alembic file and using an importance sampled environment.
  • Fixed that the dirt radius map often doesn't work/update.
  • Fixed too dark shadows of large emitters behind glass with fake shadows enabled.
  • Fixed a bug where auto bump map is not applied properly on all geometries (see viewtopic.php?p=394971#p394971).
  • Fixed incorrect update of the texture displacement offset in the compiled geometry data.
  • Fixed missing update of internal auto bump map resolution.
  • Fixed slow down in scenes with planes that have a shadow catcher material.
  • Fixed bug that caused the AO texture of the direct light kernel to get ignored in the very first rendering.
  • Fixed loadind of EXR files with no default layer. In that case we fall back to the first layer stored in the EXR file.
  • Fixed hang in the network render master when the heartbeat of a daemon connection stops / times out.
  • Standalone: Fixed undo of dynamic pins not restoring connections and owned nodes.
  • Standalone: Fixed incorrect handling of undo operations when the maximum number of undo steps is exceeded.


Downloads

Downloads for Enterprise subscription users:

OctaneRender Enterprise 2020.2 RC7 Standalone for Windows (installer)
OctaneRender Enterprise 2020.2 RC7 Standalone for Windows (ZIP archive)
OctaneRender Enterprise 2020.2 RC7 Standalone for Linux
OctaneRender Enterprise 2020.2 RC7 Standalone for macOS (CUDA)

OctaneRender Enterprise 2020.2 RC7 Node Windows (installer)
OctaneRender Enterprise 2020.2 RC7 Node for Windows (ZIP archive)
OctaneRender Enterprise 2020.2 RC7 Node for Linux
OctaneRender Enterprise 2020.2 RC7 Node for macOS (CUDA)

Downloads for Studio subscription users:

OctaneRender Studio 2020.2 RC7 Standalone for Windows (installer)
OctaneRender Studio 2020.2 RC7 Standalone for Windows (ZIP archive)
OctaneRender Studio 2020.2 RC7 Standalone for Linux
OctaneRender Studio 2020.2 RC7 Standalone for macOS (CUDA)


Happy rendering
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Re: OctaneRender™ 2020.2 RC7 [current 2020.2]

Postby funk » Wed Jan 20, 2021 9:56 am

funk Wed Jan 20, 2021 9:56 am
Thanks team
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Re: OctaneRender™ 2020.2 RC7 [current 2020.2]

Postby Jolbertoquini » Wed Jan 20, 2021 10:11 am

Jolbertoquini Wed Jan 20, 2021 10:11 am
Thank you for the update Guys the info passes is all working now with ACES activated :)
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Re: OctaneRender™ 2020.2 RC7 [current 2020.2]

Postby linograndiotoy » Wed Jan 20, 2021 10:22 am

linograndiotoy Wed Jan 20, 2021 10:22 am
Awesome build!!!
I've tested it with all my previously "problematic" heavy scenes, using Out of Core and Denoiser, tons of geometry and texures.
With RTX on/off, Peer to Peer active or not, 2080 Ti and 3090 GPUs...
Stability is just perfect!
Thanks Team!!!!
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Re: OctaneRender™ 2020.2 RC7 [current 2020.2]

Postby galleon27 » Wed Jan 20, 2021 10:47 am

galleon27 Wed Jan 20, 2021 10:47 am
abstrax wrote:Fixed filter pass not rendering anything for hair material and universal material's specular transmission + diffuse reflection layer (see viewtopic.php?p=394519#p394519).


Its somewhat fixed. Still doesn't render properly. The color is just off when Denoiser is on.

reflectionIndirect_bug.jpg


Also, the alpha channel is not correct. Here's a screenshot of the premultiplied alpha. Left is correct, right is incorrect.

premultiply_alpha.jpg
Premultiplied alpha
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Re: OctaneRender™ 2020.2 RC7 [current 2020.2]

Postby PolderAnimation » Wed Jan 20, 2021 12:30 pm

PolderAnimation Wed Jan 20, 2021 12:30 pm
I also have a problem with unpremultiplied alpha with the denoised render. This problem is also in 2020.1.
This is the most noticeable with hair. I attached a screenshot. Left is not denoised (unpremultiplied) and right is denoised (also unpremultiplied). As you can see the right one is a bit brighter on the edges.
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unpremult.PNG
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Re: OctaneRender™ 2020.2 RC7 [current 2020.2]

Postby pegot » Wed Jan 20, 2021 1:49 pm

pegot Wed Jan 20, 2021 1:49 pm
(Text label render thicker with de-noising)
viewtopic.php?f=33&t=76268&p=393388#p393388

Just want to confirm the above issue I had is fixed with RC7 (I skipped RC6). Thanks!
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Re: OctaneRender™ 2020.2 RC7 [current 2020.2]

Postby wallace » Fri Jan 22, 2021 4:18 am

wallace Fri Jan 22, 2021 4:18 am
galleon27 wrote:Its somewhat fixed. Still doesn't render properly. The color is just off when Denoiser is on.

reflectionIndirect_bug.jpg


Hi,

It seems like you have enabled the raw pass that is causing this under beauty pass. Looking at the results, it seems like they are expected provided you multiply the reflection indirect pass to the reflection filter pass (using linear workflow), you will get the same reflection indirect result as disabling raw pass.

If you disable the raw pass in your beauty pass, you should get the expected result.

As for the alpha issue, we are investigating that currently.

Cheers,
Wallace
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Re: OctaneRender™ 2020.2 RC7 [current 2020.2]

Postby SSmolak » Fri Jan 22, 2021 9:28 am

SSmolak Fri Jan 22, 2021 9:28 am
I don't know if this was reported but Octane engine has serious stability problem while using texture compression. Two guys on Octane Facebook page found it and described it. This was confirmed by other users too. Texture compression cause stability problems especially on bigger scenes.
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Re: OctaneRender™ 2020.2 RC7 [current 2020.2]

Postby galleon27 » Fri Jan 22, 2021 10:07 am

galleon27 Fri Jan 22, 2021 10:07 am
wallace wrote:
galleon27 wrote:Its somewhat fixed. Still doesn't render properly. The color is just off when Denoiser is on.

reflectionIndirect_bug.jpg


Hi,

It seems like you have enabled the raw pass that is causing this under beauty pass. Looking at the results, it seems like they are expected provided you multiply the reflection indirect pass to the reflection filter pass (using linear workflow), you will get the same reflection indirect result as disabling raw pass.

If you disable the raw pass in your beauty pass, you should get the expected result.

As for the alpha issue, we are investigating that currently.

Cheers,
Wallace


That was indeed the case. Raw pass was enabled. Works as expected when disabling.
Thanks for the help Wallace.
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