OctaneRender® 2022.1 XB 2

Forums: OctaneRender® 2022.1 XB 2
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Re: OctaneRender® 2022.1 XB 2

Postby bullet0830bs » Fri Jul 15, 2022 7:38 am

bullet0830bs Fri Jul 15, 2022 7:38 am
When will OctaneRender 2022.1 XB 3 Standalone and C4DPlugin be released?
I’m so excited about Brigade! :D
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Re: OctaneRender® 2022.1 XB 2

Postby nibbler » Sun Jul 17, 2022 1:27 pm

nibbler Sun Jul 17, 2022 1:27 pm
Hi Beppe,

thanks for this update. We are aware, that every progress brings in its own complexity generating again new priorities. But unfortunalety it raises expectations as well. And we enjoyed all the progress in the last years, Otoy/Octane did.

Therefore I think we all keep the fingers crossed, that the "exploring the possbilities" is more a reliable roadmap ;)


In-between-Solution approach.
I am not that deep into the topic as you are obviously, but maybe one kind of solution could be:
instead of developing a perfect synched "realtime" cross platform rendering, at least to have some kind of management/Render server app, e.g. similar to maxons team render. A small octane application, where we could load up scenes and the "compiling", scene-distrubution and transformation to every octane node would be made automatically via batch job. This App could generate the distribution to PC/WIN and/or Linux and/or Mac Clients. They would get their own dedicated scene rendering part (eg separated within their platform specific connectivity). A bit like your "Cloud Rendering" where everything is collected, uploaded and automatically managed.

Avoiding the hassle of realtime sync (eg several clients collaboratively working on ONE sequence or one big rendering image). By slicing the sequence and dedicate single frames to a specific node platform cluster.

Is this possible?


Situation: At the moment its a hassle:
Creating scene on Mac (Cinema 4d), preparing distribution to production Render System via assembling files, data, textures. Copying to PC/WIN Production Render Network Master (Cinema 4d). Starting intial test renderings on Win network master (ensure valid collection of assets), again setting manually parameters (res, output file, datapathes, kernels etc.), starting render sequence. Counting Frames, Re-render drops.

To be honest – this is an annoying, time-consumptioning "process", which can - in worst case - delay and blow up a whole production scheduling.

A comparison:
In (by the way very stable) Redshift I put my job into team render app, all aviable nodes and team render clients (independent from platform) immediately are identified and connected, and all render job settings are automatically set/synched. Even coop on one 20k Single Frame is possible.

Again, the quality of octane is impressive and the only reason, why I stick with you, despite the fact that there is no such a good renderer aviable for mac ... but some other are catching up and offering a very attractive cross platform batch render process.

Thanks for your valuable work for creatives, your engagement again. Please let us know what is possible and what not ...

:)


bepeg4d wrote:@nibbler and vurt:
Yes, we are in late with M1 support, probably for someone else was more easy, but having a spectral unbiased render engine native for M1 was not trivial!
And we are making big progress at each update.
Now in XB2, Standalone for M1 is almost complete.
The plan is to have a full native plugins SDK for M1 in XB3.
Then we will explore the possibility to have cross platform Network rendering between CUDA and Metal.
Fingers crossed!

ciao,
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Re: OctaneRender® 2022.1 XB 2

Postby bepeg4d » Mon Jul 18, 2022 6:57 am

bepeg4d Mon Jul 18, 2022 6:57 am
Hi nibbler,
we don't have a distributed render solution like Team Render, but you can already do something similar via Standalone connected in Network Render, using the Render Job nodes or the following LUA script:
viewtopic.php?f=73&t=70855#p403251

Similar to RNDR, if you export in .orbx format, all the scene data are correctly exported too, independently from operating system, plugin used.

ciao,
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Re: OctaneRender® 2022.1 XB 2

Postby nibbler » Mon Jul 18, 2022 3:29 pm

nibbler Mon Jul 18, 2022 3:29 pm
Thanks Beppe for your quick response.
I'll try it.
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Re: OctaneRender® 2022.1 XB 2

Postby coilbook » Tue Jul 19, 2022 3:03 am

coilbook Tue Jul 19, 2022 3:03 am
any plans to develop better fog with noise for density? I think in cinema you can use 3d vdb for fog but in 3ds max? Phoenix for the whole scene is impossible. Thanks
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Re: OctaneRender® 2022.1 XB 2

Postby SSmolak » Tue Jul 19, 2022 4:57 pm

SSmolak Tue Jul 19, 2022 4:57 pm
This build still has issues with the new Nvidia Studio Drivers. Making any changes in texture node tree even procedural cause delay and live viewer freeze. This is much more noticeable in Cinema 4D version : viewtopic.php?f=85&t=80135#p414049
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Re: OctaneRender® 2022.1 XB 2

Postby coilbook » Wed Jul 20, 2022 10:50 pm

coilbook Wed Jul 20, 2022 10:50 pm
Any development on locking dirt texture to a certain mesh so if another mesh gets closer to it it won't show dirt texture there? Thanks
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Re: OctaneRender® 2022.1 XB 2

Postby funk » Wed Jul 20, 2022 11:03 pm

funk Wed Jul 20, 2022 11:03 pm
coilbook wrote:Any development on locking dirt texture to a certain mesh so if another mesh gets closer to it it won't show dirt texture there? Thanks


You can already do this by setting the dirt texture's "Include object mode" to Self. Is this not working for you?
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Re: OctaneRender® 2022.1 XB 2

Postby tomsvfx » Fri Jul 22, 2022 9:41 am

tomsvfx Fri Jul 22, 2022 9:41 am
SSmolak wrote:This build still has issues with the new Nvidia Studio Drivers. Making any changes in texture node tree even procedural cause delay and live viewer freeze. This is much more noticeable in Cinema 4D version : viewtopic.php?f=85&t=80135#p414049


The whole Nvidia 5xx drivers are borked, there are issues for all apps that depend on GPU, including stuff Redshift.
Please try older drivers like 497.29 (Game Drivers)
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Re: OctaneRender® 2022.1 XB 2

Postby sethRichardson » Sun Jul 24, 2022 6:03 pm

sethRichardson Sun Jul 24, 2022 6:03 pm
Theres a bug with bump mapping when using a mapping mode that isn't UV.

Textures get scaled up when switching resulting on having to scale down the transform far lower than octane allows.

Image shows UV mapping vs box/triplanar/any other mapping scaled to the same size. You can see there are actual shading differences as well as the bump appearing to be low resolution or split.

Last.png
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