OctaneRender™ 2021.1 XB2

Forums: OctaneRender™ 2021.1 XB2
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™ 2021.1 XB2

Postby abstrax » Fri Jun 25, 2021 2:30 am

abstrax Fri Jun 25, 2021 2:30 am
Hi all.

This is the second public experimental build of 2021.1. It fixes plenty of bugs and adds a few more features. We have a couple more features in the works for 2021.1, but the plan is to wrap up feature development beginning of July and then stabilize it soon after.

As mentioned in the previous release, we are still planning to release an Octane X version of 2021.1 later this year.

As with all experimental builds, we advise to not to use this release for production purposes. We are trying to, but we can't guarantee that scenes saved with this version will be compatible in future releases.

Please make sure to use a NVIDIA Studio driver with version at least 456.38 on Windows or 455.23 on Linux.


Changes since OctaneRender 2021.1 XB1:

New features:

  • Added STD BRDF (using the "Student's t-distribution" to control the shape and slope of the falloff) to the glossy, specular, metallic and universal materials. This BRDF allows you to control the distribution/spread of reflected rays via the also new parameter Spread. Below you can see the material ball with the STD BRDF with roughness 0.2 and 4 different spread values and one version with a GGX BRDF for comparison:
    Image
  • Added option Smooth shadow terminator to all materials, which modifies the ray offset locally to avoid terminator artefacts due to too coarse geometry. When enabled it has a tiny performance penalty but most importantly the projected shadow can slightly shift in certain circumsstances. Here is an extreme example showing the problem this option tries to fix:
    Image
  • Added initial a first implementation of an USD importer. There is still plenty of work to be done and we are planning to add USD export as well, and it comes with these limitations:
    • Motion blur is not supported.
    • Camera import isn't really working yet.
    • Only USDPreviewSurface materials are imported.
  • Added various new texture nodes, adapted from the "OTOY - Pattern" category of the Live DB:
    • Chainmail
    • Color squares
    • Flakes
    • Fractal
    • Glowing circle
    • Hagelslag
    • Iridescent
    • Moire mosaic
    • Procedural effects
    • Stripes
    • Tile patterns
    • Smooth Voronoi contours
    These are the new textures without sub-types:
    Image
    (While setting up the above images I noticed that some of the textures don't work with other projections than Mesh UV. This will be fixed with the next release. The affected textures are: Flakes, Glowing circle, Hagelslag)
    The front row of the image below are the different types of the Tile patterns texture and the back row are the different types of the Moire mosaic:
    Image
    And last but not least the different types of the Procedural effects texture - all of which can be animated via the time parameter:
    Image

Improvements:

  • Reduced banding when extreme values are passed through an OCIO LUT.
  • Changed the default for IES load preferences back to "Normalizing peak to 1.0", which seems to be the most used option.
  • Allow rendering of small dense volumes inside large volumes which usually have very different step lengths.
  • Added support for the Random texture to volumes.
  • Updated to OpenVDB 7.0.
  • Various improvements for Volume to texture (/Read VDB):
    • Changed category and default name from Read VDB to Volume to texture.
    • Improved handling of inputs that are not regular VDB volumes.
    • Placements and grouping of volumes and SDFs is now taken into account.
    • Added VDB channel ID selection.
    • The background value is returned for parts of the texture that are outside of VDB grids.
  • Improved VDB export by always writing a background value.
  • Various improvements and fixes to saving ORBX packages, including a workaround for the situation that on Windows a file may stay locked for a couple of seconds after its file handle has been released.
  • Brought the selection of presets in the Image resolution node into the 21st century.
  • Authentication via dongles works again.
  • When running Octane Standalone using --no-gui and you don't have any render devices, a warning message is printed to the console so you don't wonder why it doesn't render and is hanging.
  • OSL: raytype("camera") and raytype("shadow") work now in emission textures.
  • OSL: getattribute("hit:t", var) will return the hit distance of the ray the triggered the texture evaluation. This works for path and shadow rays.
  • OSL: Added meta data string variant to point inputs which, if set to "image", indicates that the input is to be treated similarly to a projection of image texture. I.e. rotations are around (0.5, 0.5) and not around (0, 0).
  • OSL: Added meta data string type to matrix inputs which, if set to "uvw, indicates that the input is an UVW transformation. I.e. all UVW transform nodes encountered up to the OSL texture node will be premultiplied to the input matrix (similar to the UVW transformations of other texture nodes).
  • Lua: Added useImageProjection to PROPS_PROJECTION_PIN_INFO to indicate if a pin will treat projections similar to projections of image texture nodes, where rotations are around (0.5, 0.5) and not around (0, 0).
  • Lua: Added isUvwTransform to PROPS_TRANSFORM_PIN_INFO to indicate if a transform pin is for UVW transformations, i.e. UVW transform nodes up to this texture node will be be applied to the UVW transformation of this input.
  • Lua: Added movableInputCountAttribute and movableInputPinCount to PROPS_NODE_INFO. Those two fields describe whether dynamic pins of a node can be moved and how many of these pins are grouped together.
  • Lua: Updated PROPS_RENDER_PASS_INFO to provide the description, nodeType and subType for a specific render pass ID. The latter two are necessary for the overhauled render AOV system.

Bug fixes:

  • Fixed crash in material preview after disconnecting a VDB from a Volume to texture node.
  • Fixed crash in geometry update if an animated scene changes specific attributes (see viewtopic.php?p=400615#p400615).
  • Fixed crashes in the Alembic importer due to invalid/unexpected data.
  • Fixed render failure when dirt rays hit a plane object.
  • Fixed misaligned address CUDA error in specific scenes when RTX is enabled.
  • Fixed potential CUDA error in animated scenese when instance counts change.
  • Fixed render failure when RTX is enabled and a stereo panoramic camera is used that has a focal depth of 0.
  • Fixed incorrect rendering at the poles of panoramic cameras when RTX is enabled.
  • Fixed incorrect total internal reflections when a microfacet specular transmission model is mixed with a diffuse reflection.
  • Fixed reddish tint on denoised output when the D65 white light spectrum is used (see viewtopic.php?p=401179#p401179).
  • Fixed blue tint on toon materials when the D65 white spectrum is enabled (see viewtopic.php?p=401713#p401713)
  • Fixed various conversions from RGB to greyscale to better match sRGB.
  • Fixed clean up of OCIO profiles after a render stop, which could result in black image textures when rendering is started again.
  • Fixed unnecessary render restarts after a change in the OCIO preferences.
  • Fixed incorrect wrapping at the border of image textures under certain circumstances.
  • Fixed missing render update when the UV transformation of a plane geometry node is changed.
  • Fixed motion vector AOV for moving triangles.
  • Fixed alignment of VDB bounding boxes instead of shifting the VDB grid.
  • Fixed order of volumes returned by picking.
  • Fixed incorrect internal data type in the Binary math texture in mode Dot product, which might cause problems when used as input in other textures.
  • Fixed material masks to custom AOV 1 not to being written (see viewtopic.php?p=401965#p401965).
  • Fixed broken invert of the Color correction output AOV (see viewtopic.php?p=401593#p401593).


Downloads

Downloads for Enterprise subscription users:

OctaneRender Enterprise 2021.1 XB2 Standalone for Windows (installer)
OctaneRender Enterprise 2021.1 XB2 Standalone for Windows (ZIP archive)
OctaneRender Enterprise 2021.1 XB2 Standalone for Linux

OctaneRender Enterprise 2021.1 XB2 Node Windows (installer)
OctaneRender Enterprise 2021.1 XB2 Node for Windows (ZIP archive)
OctaneRender Enterprise 2021.1 XB2 Node for Linux

Downloads for Studio subscription users:

OctaneRender Studio 2021.1 XB2 Standalone for Windows (installer)
OctaneRender Studio 2021.1 XB2 Standalone for Windows (ZIP archive)
OctaneRender Studio 2021.1 XB2 Standalone for Linux


Happy rendering
Your OTOY team
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
User avatar
abstrax
OctaneRender Team
OctaneRender Team
 
Posts: 5483
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Re: OctaneRender™ 2021.1 XB2 [current 2021.1]

Postby funk » Fri Jun 25, 2021 3:08 am

funk Fri Jun 25, 2021 3:08 am
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™ 2021.1 XB2 [current 2021.1]

Postby Kalua » Fri Jun 25, 2021 4:13 am

Kalua Fri Jun 25, 2021 4:13 am
Thanks, Team!
Great to see so many good things coming all together.
Regards,
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
https://www.behance.net/PaperArchitect
Kalua
Licensed Customer
Licensed Customer
 
Posts: 481
Joined: Fri Oct 11, 2013 2:13 am
Location: Caribbean Sea

Re: OctaneRender™ 2021.1 XB2 [current 2021.1]

Postby PolderAnimation » Fri Jun 25, 2021 9:15 am

PolderAnimation Fri Jun 25, 2021 9:15 am
nice! like the name 'hagelslag' must be a Dutch guy naming that one! :)
Win 10 64bit | RTX 3090 | i9 7960X | 64GB
User avatar
PolderAnimation
Licensed Customer
Licensed Customer
 
Posts: 371
Joined: Mon Oct 10, 2011 10:23 am
Location: Netherlands

Re: OctaneRender™ 2021.1 XB2 [current 2021.1]

Postby Padi » Fri Jun 25, 2021 9:52 am

Padi Fri Jun 25, 2021 9:52 am
So much work getting done, congrats! Is there already a way to have a look at the USD importer functionality?
Padi
OctaneRender Team
OctaneRender Team
 
Posts: 24
Joined: Thu Jan 18, 2018 8:50 pm

Re: OctaneRender™ 2021.1 XB2 [current 2021.1]

Postby linograndiotoy » Fri Jun 25, 2021 3:35 pm

linograndiotoy Fri Jun 25, 2021 3:35 pm
Awesome, thanks!
linograndiotoy
OctaneRender Team
OctaneRender Team
 
Posts: 1148
Joined: Thu Feb 01, 2018 7:10 pm

Re: OctaneRender™ 2021.1 XB2 [current 2021.1]

Postby Despot » Sat Jun 26, 2021 9:23 am

Despot Sat Jun 26, 2021 9:23 am
Nice work, love the additions.

But, there is still a bug when applying a LUT in Imager. A render re-start occurs when choosing a LUT for the first time.

I mentioned this in the 2021.1.XB1 thread, but it must have been missed...
User avatar
Despot
Licensed Customer
Licensed Customer
 
Posts: 125
Joined: Tue Jan 10, 2017 3:19 pm

Re: OctaneRender™ 2021.1 XB2 [current 2021.1]

Postby jimho » Sat Jun 26, 2021 10:50 am

jimho Sat Jun 26, 2021 10:50 am
abstrax wrote:


Yes it works now.
Thanks for the team.

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: 262
Joined: Tue Aug 21, 2018 10:58 am

Re: OctaneRender™ 2021.1 XB2 [current 2021.1]

Postby funk » Sat Jun 26, 2021 6:54 pm

funk Sat Jun 26, 2021 6:54 pm
Despot wrote:Nice work, love the additions.

But, there is still a bug when applying a LUT in Imager. A render re-start occurs when choosing a LUT for the first time.

I mentioned this in the 2021.1.XB1 thread, but it must have been missed...


I reported this in the modo plugin (which recreates the LUT node every time so always restarts). They know about it, but it didn't make it into this release.
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™ 2021.1 XB2 [current 2021.1]

Postby vijay » Sun Jun 27, 2021 10:40 pm

vijay Sun Jun 27, 2021 10:40 pm
Padi wrote:So much work getting done, congrats! Is there already a way to have a look at the USD importer functionality?

Yes, the same way you load an alembic or an FBX file. Right-click in the node graph window->Geometry->Scene. Drag-drop functionality for USD files will be supported from the next build.
vijay
OctaneRender Team
OctaneRender Team
 
Posts: 188
Joined: Sun Jul 24, 2016 8:42 pm
Next

Return to Development Build Releases


Who is online

Users browsing this forum: No registered users and 11 guests

Fri Mar 29, 2024 11:28 am [ UTC ]