OctaneRender™ 2021.1 RC 2

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OctaneRender™ 2021.1 RC 2

Postby abstrax » Fri Aug 27, 2021 8:27 am

abstrax Fri Aug 27, 2021 8:27 am
Hi all.

This is the second release candidate of 2021.1. We are planning to make another release candidate build in 1-2 weeks time that mops up any outstanding issues and then release the first stable release not soon after that.

It is still not a stable build, so we advise to not to use it for production purposes.

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 RC 1:

  • Added support for capturing input textures of emitters via the capture to custom AOV texture.
  • Added support for capturing input textures of surface media via the capture to custom AOV texture.
  • Added ability to save and load USD and its assets files directly into or from an ORBX instead of converting it to USDZ.
  • Added USD import settings to the import preference panel.
  • Improved tooltips of the composite material node to make it clear that the material mask of the bottom-most layer (material 1) will be ignored.
  • Fixed AI light render failure caused by hair primitive type with emission (see viewtopic.php?f=33&t=78125#p402941).
  • Fixed GPU failure if AI light is enabled and emitters are not sampled (e.g. have a sampling rate of 0 or have visible on diffuse disabled).
  • Fixed noisy denoiser output when only a render layer is rendered and the alpha channel is enabled.
  • Fixed lino's reported anime render issue when nested dielectric is enabled in combination with RTX.
  • Fixed incorrect medium initialization if RTX enabled and nested dielectrics is enabled.
  • Fixed nested dielectric rendering dark outline on diffuse transmission material inside a specular material.
  • Fixed potential incorrect initialization of the medium states if the camera is located inside objects with a medium
  • Fixed camera path initialization for info kernels.
  • Fixed broken rotation for 2D transformation inputs (like the UV transform of image texture nodes).
  • Fixed an issue causing a freeze when disabling RTX while tone-mapping was happening.
  • Fixed render artifacts in scenes containing plane primitives with RTX on.
  • Fixed a render failure on render nodes if a scene contains emitters and RTX is disabled in the devices or the render node GPUs don't support RTX.
  • Fixed incorrect shadows of vertex displacement when RTX is enabled.
  • Fixed issue causing wrong results in the position AOV in some scenes when RTX was on.
  • Changed interpolation of vertex attributes so if the vertices have the same value it returns that exact value.
  • Fixed issue where universal material metallic is wrong when albedo and specular connect to black multiply.
  • Fixed missing OSL texture evaluations when there are connection changes of filename pins.
  • Fixed older scenes with no nested dielectrics support have materials now loaded with a priority of 0 instead of 100, to still allow lowering or raising priority.
  • Fixed crash when changing the time line after reloading a USD file.
  • Fixed opacity texture being captured twice via the capture to custom AOV texture, when connected to an universal material that coating or sheen enabled.
  • Fixed incorrect OCIO input LUTs sometimes being used for preview render.
  • Fixed that the alpha channel is sometimes missing in saved images (see viewtopic.php?p=403460#p403460).
  • Fixed application crash loading glTF files containing empty colour or material values.
  • Fixed universal camera diopter rotation to be interpreted as degrees, not 0-1 (see viewtopic.php?f=24&t=77888&p=402830#p402830).
  • Fixed rare render failure if a render device tries to tonemap a render result with a new film resolution but hasn't updated its render data yet. This probably only happened in multi-GPU setups.
  • Fixed duplicate vertices of the Polygon and Disk types of the Geometric primitive node, causing issues when they were used as surface input of the Scatter on surface node if the used mode is One instance per vertex.
  • Fixed octane_node --info gpus which either didn't work or crashed due to access to not yet initialized sub-systems. This caused the net render daemon installer to not work correctly.
  • Fixed crash in Standalone undo system, when a large node tree is collapsed.
  • Fixed a crash in the node graph editor when a scene node graph is copied into a node pin or when you undo and then redo a collapse of a scene node graph into a node pin.
  • Fixed issue that when you drag the last work pane out of an undocked window and then save the layout, the saved layout will be invalid.
  • Fixed various minor issues in the texture cache UI of the Octane preferences panel, for example were the clear cache button was enabled/disabled incorrectly.


Downloads

Downloads for Enterprise subscription users:

OctaneRender Enterprise 2021.1 RC 2 Standalone for Windows (installer)
OctaneRender Enterprise 2021.1 RC 2 Standalone for Windows (ZIP archive)
OctaneRender Enterprise 2021.1 RC 2 Standalone for Linux

OctaneRender Enterprise 2021.1 RC 2 Node Windows (installer)
OctaneRender Enterprise 2021.1 RC 2 Node for Windows (ZIP archive)
OctaneRender Enterprise 2021.1 RC 2 Node for Linux

Downloads for Studio subscription users:

OctaneRender Studio 2021.1 RC 2 Standalone for Windows (installer)
OctaneRender Studio 2021.1 RC 2 Standalone for Windows (ZIP archive)
OctaneRender Studio 2021.1 RC 2 Standalone for Linux


Happy rendering
Your OTOY team
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Re: OctaneRender™ 2021.1 RC 2 [current 2021.1]

Postby linograndiotoy » Fri Aug 27, 2021 9:46 am

linograndiotoy Fri Aug 27, 2021 9:46 am
Thanks!!!
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Re: OctaneRender™ 2021.1 RC 2 [current 2021.1]

Postby Jolbertoquini » Thu Sep 02, 2021 10:51 am

Jolbertoquini Thu Sep 02, 2021 10:51 am
Thank you for the update!
Would be great on the USD loader to automatic add object layer node connected so we don't have to do manually all then, or is that a way to activate on the import?

Best,
JO
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Re: OctaneRender™ 2021.1 RC 2 [current 2021.1]

Postby elsksa » Fri Sep 03, 2021 2:02 pm

elsksa Fri Sep 03, 2021 2:02 pm
Jolbertoquini wrote:Would be great on the USD loader to automatic add object layer node connected so we don't have to do manually all then, or is that a way to activate on the import?

Hi JO, I do not think it should be enabled by default due to how heavy some USD assets may be and loading all object layers may slow the process down, especially in situation where it happens involuntary.

I believe that the basic importer options will match the Alembic ones, and it might be expected to have USD-specific options.
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Re: OctaneRender™ 2021.1 RC 2 [current 2021.1]

Postby vijay » Mon Sep 06, 2021 12:59 am

vijay Mon Sep 06, 2021 12:59 am
Jolbertoquini wrote:Thank you for the update!
Would be great on the USD loader to automatic add object layer node connected so we don't have to do manually all then, or is that a way to activate on the import?

Best,
JO


you can already do this. Go to preference->Geometry import->USD then make changes as you like. These are the default settings used when loading a USD scene.
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Re: OctaneRender™ 2021.1 RC 2 [current 2021.1]

Postby Hesekiel2517 » Mon Sep 06, 2021 12:21 pm

Hesekiel2517 Mon Sep 06, 2021 12:21 pm
Great! Thank you!
I'm wondering what the "capture to custom AOV texture" does and how i can use it.

Edit: Ahh got it, you can for example build textures in octane and output them to an AOV
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Re: OctaneRender™ 2021.1 RC 2 [current 2021.1]

Postby Jolbertoquini » Mon Sep 06, 2021 1:54 pm

Jolbertoquini Mon Sep 06, 2021 1:54 pm
elsksa wrote:
Jolbertoquini wrote:Would be great on the USD loader to automatic add object layer node connected so we don't have to do manually all then, or is that a way to activate on the import?

Hi JO, I do not think it should be enabled by default due to how heavy some USD assets may be and loading all object layers may slow the process down, especially in situation where it happens involuntary.

I believe that the basic importer options will match the Alembic ones, and it might be expected to have USD-specific options.



I most agree I definetly would prefer we had more comun feature of USD I really would like at the least node rather then only one is some case we want unload object completely and entirely off the buffer not just hide and load taking memory space.
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Re: OctaneRender™ 2021.1 RC 2 [current 2021.1]

Postby Jolbertoquini » Wed Sep 08, 2021 3:09 pm

Jolbertoquini Wed Sep 08, 2021 3:09 pm
vijay_thirukonda wrote:
Jolbertoquini wrote:Thank you for the update!
Would be great on the USD loader to automatic add object layer node connected so we don't have to do manually all then, or is that a way to activate on the import?

Best,
JO


you can already do this. Go to preference->Geometry import->USD then make changes as you like. These are the default settings used when loading a USD scene.


Mmm Really is not visible on our preference not like Alembic just material and overwrite subdivision no object layer options.
Attachments
Screenshot_6.jpg
object layers USD options
Screenshot_7.jpg
object layers Alembic options
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Re: OctaneRender™ 2021.1 RC 2 [current 2021.1]

Postby BK » Wed Sep 08, 2021 11:52 pm

BK Wed Sep 08, 2021 11:52 pm
Jolbertoquini wrote:
vijay_thirukonda wrote:
Jolbertoquini wrote:Thank you for the update!
Would be great on the USD loader to automatic add object layer node connected so we don't have to do manually all then, or is that a way to activate on the import?

Best,
JO


you can already do this. Go to preference->Geometry import->USD then make changes as you like. These are the default settings used when loading a USD scene.


Mmm Really is not visible on our preference not like Alembic just material and overwrite subdivision no object layer options.


hi Jo,

Please try the Pin for each object from Preferences>USD>Object layers dropdown or can also be changed from the Import settings.

Objectlayer.png


Cheers
Kind Regards

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Re: OctaneRender™ 2021.1 RC 2 [current 2021.1]

Postby Jolbertoquini » Thu Sep 09, 2021 8:27 am

Jolbertoquini Thu Sep 09, 2021 8:27 am
BK wrote:hi Jo,

Please try the Pin for each object from Preferences>USD>Object layers dropdown or can also be changed from the Import settings.

Objectlayer.png


Cheers


Hi Bikram

Please have a look on the alembic options you will understand is not the same, when I set hide pin and activate the option at the bottom to load object layer, all object layer are forced loaded and there but "the pin is hiden" to avoid a huge node has being like this on the standalone for a while, on USD yes will load but it is missing the option to force load and the pin being hiden.

Do you undertand what I mean now?

Best,
JO
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