OctaneRender® 2022.1 XB 3

Forums: OctaneRender® 2022.1 XB 3
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OctaneRender® 2022.1 XB 3

Postby mojave » Thu Jul 21, 2022 1:24 am

mojave Thu Jul 21, 2022 1:24 am
Hi all

We're happy to bring you XB3 of 2022.1. As before we had a lot of feedback from various channels and there are many fixes and improvements in this build.

Unfortunately Brigade is not quite ready but we are still hoping to have something ready for the next release.

This is the first of Octane to be shipped with native support for Apple Silicon on macOS. Only the Prime version will be available for now.

Please note the macOS build below will only work correctly on macOS 12.3.1 and newer, and only on Apple Silicon.

As with all experimental builds, we advise to not 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.

Changes since 2022.1 XB 2

Improvements

  • Improved dithering for overlapping tiles to avoid visible noise at seams.
  • Render state load and save now work when using photon mapping.
  • Creating an image output AOV is now allowed via drag and drop.
  • Creating an OSL texture or OSL projection node is now allowed via drag and drop of an .osl file.
  • Updated supported keywords for syntax highlighting in the OSL editor.
  • Reduced artifacts with saturated highlights if using both highlight compression and saturate to white.
  • Improved hair rendering to fix various artifacts that could happen in some corner cases.
  • OSL shaders can now be named using metadata such as this:
Code: Select all
shader texture
[[string label = "Texture shader"]] (output color c = 0)
{
    c = color(0.7, 0.7, 0.7);
}


Lua

  • Updated octane.scriptgraph.PROPS_STRING_PIN_INFO with new newFile flag which when set to true the interface should allow browsing for a file which does not exist yet.
  • Updated octane.scriptgraph.PROPS_INT_PIN_INFO with a new customization option useSliders: If set to false the UI will not display a slider, even if value bounds are given.
  • Updated octane.scriptgraph.PROPS_FLOAT_PIN_INFO with two new customization options:

    • displayPercentages: If set to true, display a percentage (1.0 will be displayed as 100%).
    • useAspectRatio: If set to true, the UI will show a button to lock the aspect ratio.
Bugfixes

  • Fixed issue with the denoiser producing blurry results when using the photon tracing kernel.
  • Fixed issue causing dispersion to render incorrectly.
  • Fixed issue causing photon tracing kernel to never reach the maximum number of samples.
  • Fixed issue causing wrong type to be displayed in OSL compiler warning.
  • Fixed issue causing RTX to effectively be disabled even when enabled in the device settings.
  • Fixed a few scenarios where mix material would cause wrong output with nested dielectircs.
  • Fixed render regression with noise pass with scenes with volume or environment medium.
  • Fixed issue in numeric editors causing to display the value as not valid when edited using the slider.
  • Fixed layout of RTX performance test script.
  • Fixed application crash when exporting a mesh without material assignments to Alembic.
  • Fixed performance regression causing some Vectron instances to render significantly slower.
  • Fixed render hang in scenes using the dirt or curvature shaders.
  • Fixed artifacts produced when using environment medium with a custom AOV.
  • Fixed issue causing texture emission visibility flags misbehave when using the photon tracing kernel.
  • Fixed issue causing an error to be logged when opening the Cloud menu when using unattended authentication.
  • Fixed application crash happening when there was a material map node beneath a Unit volume.
  • Fixed error during batch rendering when importing assets with different time spans.
  • Fixed issue with autobumpmap not rendering correctly when RTX was on.
  • Fixed issue causing partial scene exports into ORBX to not to work.
  • Fixed crash on render nodes using more than one GPU when switching kernels.
  • Fixed issue causing tooltips to sometimes show beneath call out boxes.
  • Fixed drag and drop functionality for .ies and .txt files.
  • Fixed laggy imaging/tone-mapping while rendering is progressing.
  • Fixed issue causing all scenes uploaded to RNDR to use the default of 24 frames per second.
  • Fixed regression causing nested dielectrics material priority no longer to work with non-specular materials.
  • Fixed standard surface extra roughness slider range so it scroll from -1 to 1
  • Fixed issue not allowing creation of volumetric spotlights.
  • Fixed bug that caused the viewport to stop refreshing while rendering is still ongoing.
  • Fixed issue causing slow updates when using AI light.
  • Fixed material maps not working with Vectron nodes in some configurations.
  • Fixed a bug that caused custom AOVs to get darker when the single scatter amount is changed.
  • Fixed Vectron disappearing when editing the node graph of the material above it.

Downloads

Downloads for Enterprise subscription users:

OctaneRender Enterprise 2022.1 XB3 for Windows (installer)
OctaneRender Enterprise 2022.1 XB3 for Windows (ZIP archive)
OctaneRender Enterprise 2022.1 XB3 for Linux

OctaneRender Enterprise 2022.1 XB3 Node for Windows (installer)
OctaneRender Enterprise 2022.1 XB3 Node for Windows (ZIP archive)
OctaneRender Enterprise 2022.1 XB3 Node for Linux

Downloads for Studio subscription users:

OctaneRender Studio 2022.1 XB3 for Windows (installer)
OctaneRender Studio 2022.1 XB3 for Windows (ZIP archive)
OctaneRender Studio 2022.1 XB3 for Linux

Downloads for Prime version for macOS:

Octane X Prime 2022.1 XB3 for macOS

Happy rendering
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Re: OctaneRender® 2022.1 XB 3

Postby spectacle » Tue Aug 02, 2022 2:56 pm

spectacle Tue Aug 02, 2022 2:56 pm
What's Prime? :)
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Re: OctaneRender® 2022.1 XB 3

Postby bepeg4d » Wed Aug 03, 2022 7:29 am

bepeg4d Wed Aug 03, 2022 7:29 am
The Prime tier is a free license limited to max 1x GPU, perfect for M1 mac, that cannot have more than one GPU.

ciao,
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Re: OctaneRender® 2022.1 XB 3

Postby Meet » Wed Aug 03, 2022 6:20 pm

Meet Wed Aug 03, 2022 6:20 pm
chrome_f9yH3fYNXG.png


Can we expect this in octane 2022?
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Re: OctaneRender® 2022.1 XB 3

Postby coilbook » Sun Aug 07, 2022 2:21 am

coilbook Sun Aug 07, 2022 2:21 am
Hi team,
Phoenix FD VDB motion blur is still not fixed. That's when my vdb container is animated in front of a camera by moving it.
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Re: OctaneRender® 2022.1 XB 3

Postby 3dworks » Sun Aug 07, 2022 9:49 am

3dworks Sun Aug 07, 2022 9:49 am
is a render node for M1 macs coming?
Specs: Apple MacBook Pro M1 max 64GB 2TB, MacOS 12.5 / MacPro 5,1 with NVIDIA GeForce GTX 1080 8G, MacOS 10.13.6 / Mac Pro 5,1 with AMD RX5700 8G, MacOS 12.3.1 / HP Z600 with NVIDIA 3060 RTX 12G, Windows 10 pro + Netstor GPU box, 4 x NVIDIA GTX 980ti 6G.
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Re: OctaneRender® 2022.1 XB 3

Postby Padi » Mon Aug 08, 2022 2:36 pm

Padi Mon Aug 08, 2022 2:36 pm
I get an error when trying to upload to RNDR via Cloud -> Upload Scene Snapshot

The ORBX I am trying to upload is 1.4 GB in size.


Code: Select all
Started logging on 08.08.22 16:04:04

OctaneRender Enterprise 2022.1 XB 3 (12000004)

Error finalizing RNDR scene upload (HTTP Code 413): The server returned a client-side error with HTTP code: 413
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Re: OctaneRender® 2022.1 XB 3

Postby Hesekiel2517 » Tue Aug 09, 2022 2:06 pm

Hesekiel2517 Tue Aug 09, 2022 2:06 pm
Works really great! I noticed one thing. If a light is inside a volume turning off the lightsource itself is not possible. You can work around this by creating a bubble around your light with the same material as the volume and inverted normals.

Without_Bubble.JPG


With_Bubble.JPG
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Re: OctaneRender® 2022.1 XB 3

Postby JoGo23 » Tue Aug 09, 2022 2:29 pm

JoGo23 Tue Aug 09, 2022 2:29 pm
How long before we get a 2022.1 XB3 for Intel Macs? Or is it dead in the water?
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Re: OctaneRender® 2022.1 XB 3

Postby haze » Tue Aug 09, 2022 8:28 pm

haze Tue Aug 09, 2022 8:28 pm
JoGo23 wrote:How long before we get a 2022.1 XB3 for Intel Macs? Or is it dead in the water?


We're still trying to make our new shaders work with AMD GPUs, and it's become a lot harder since M1 happened. We're doing our best, but can't guarantee anything since it is mostly out of our hands.
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