OctaneRender® 2022.1 XB4

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OctaneRender® 2022.1 XB4

Postby haze » Wed Sep 28, 2022 2:17 am

haze Wed Sep 28, 2022 2:17 am
Hi all

We're happy to bring you XB4 of 2022.1. Thanks to all for your feedback. There are still some items that we are working on, but this build already contains a lot of fixes.

Unfortunately Brigade is still not quite ready. We're working hard to get it out ASAP.

We are aware of some problems still in nested dielectrics and clipping materials on Mac, we will get these fixes out as soon as we can.

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.

Edit: added node installer for Enterprise Standalone for Windows, which was missing.

Changes since 2022.1 XB 3

  • Fix a render failure caused by data for baking camera not being uploaded after caching sometimes
  • Fixed an issue where USDs are not rendered on Mac
  • Fix the render viewport moving the image a few pixels when resetting workspace layout
  • Fix blank space under render viewport if resetting workspace layout while rendering is paused or finished
  • Add procedural texture "Digits"
  • Add the "Candle flame" effect to the "Procedural effects" texture
  • Add procedural texture "Star field"
  • Add utility texture "Instance highlight"
  • Add the "Portal" effect to the "Procedural effects" texture
  • Fix render viewport flickering or getting stuck grey due to using an old value for the size of the render image
  • Fixed a Mac crash during tone mapping of an output AOV, which happens when a scene has baking camera.
  • Fixed a massive slow down of wireframe shader on Mac
  • Fix corrupt images when multiple GPUs are compositing different output AOVs at the same time
  • Improved low frequency noise when making changes, eg moving the camera.
  • Upgraded OCIO to 2.1.2
  • Fixed the return value types of hit:obj-seed and hit:instance-id OSL attributes
  • Change the default value for contrast to zero in color correction AOVs, color correction texture, and noise texture
  • Make color correction clamp negative values when gamma is 1 on Mac, to align with CUDA
  • Change the description of normalize on blackbody emission node to clarify that it normalizes luminous power, not radiant power
  • Corrected descriptions of power and surface brightness pins on emission nodes
  • Fixed denoise volume not working when enabled after the render has finished.
  • Fixed gradient texture modes on macOS.
  • Fixed OSL _int_to_enum() on macOS.
  • Fixed the inverted u-axis when using a "Color to UVW" projection as input to an environment or emission distribution texture
  • Fixed a possible divide by zero in a color space conversion.
  • Add RGB to/from CIE xyY and XYZ conversion options to the "Color space conversion", "Channel picker", and "Channel merger" textures
  • Removed "legacy volume" option in kernels and replaced this with a legacy mode option on kernel nodes. Older scenes will still render the same.
  • Removed "use old color pipeline" option in kernels, and replaced this with a legacy mode option on kernel nodes. Older scenes will still render the same.
  • Static noise is now applied to an interactive render region if it's enabled in the kernel and the region has been wiped due to a scene change.
  • Fixed a major problem with nested dielectrics on macOS. Some issues remain, but we are working on them.
  • Fixed crash when exporting a mesh without material assignments to Alembic.
  • Removed redundant max upsampling interval setting.
  • Moved clamp border mode above black and white
  • Fixed allow caustic flag on metallic materials. Working on fixing it for specular layers.
  • Add interpolation type "Posterize" to the Range value operator
  • Add interpolation type "Posterize" to the Range texture
  • Fixes to the Steps interpolation mode of the Range texture
  • Add conversion operations to/from HSL and sRGB to the "Color space conversion" texture
  • Fixed possible GPU failure if evaluating an absorption medium.
  • Fixed Window menu sometimes not updating on macOS, and a crash caused by that
  • Fixed missing evaluation of 2D/3D transform nodes if a transform matrix is set via a transform pin that doesn't change the translation.
  • Fixed problems with loading/unloading layouts that move the render viewport between windows
  • Fixed a crash when unloading a layout after minimizing a secondary window containing the render viewport
  • Fixed opacity being ignored in composite output AOV layers when there's a mask
  • Fixed crash when loading a workspace layout that puts the render viewport on a different monitor
  • Add color space conversion inputs to the "Channel picker" and "Channel merger" texture nodes
  • Change the input labels of the "Channel merger" and "Channel picker" textures to reflect that the input and output are not always RGB
  • Add new texture operator "Color space conversion"
  • Fixed render failure on render nodes when you try to render a volume SDF using net rendering.
  • Add new geometric texture "Object layer color"
  • Add new texture operator "Jittered color correction"
  • Fixed incorrect looking results when the chaos texture is evaluated as a normal map
  • Added string variant = "normalMap" metadata for OSL color inputs to evaluate them as normal maps.
  • Clamp dispersion Abbe number between [2,100]
  • Fixed dispersion when using low Abbe numbers
  • Fixed a regression on Linux that prevented the activation status label from showing
  • Improve render quality more in some cases when using AI Light.
  • Fixed AI Light updates sometimes being slow.
  • Fixed reordering info passes restarting the render
  • Fixed render viewport pass buttons not reordering when render AOV nodes are reordered
  • Fixed Metal denoiser being disabled.
  • Fixed an issue where if the denoiser is disabled, that the render will not finish.
  • Fixed legacy blend mode in old scenes not being used if set.
  • Fixed the inverted u-axis when using a "Sample pos. to UV" projection as input to an environment texture
  • Normal inputs represented with texture nodes can now be evaluated using _evaluateDelayed() in OSL
  • Removed force premultiply alpha pin and blend mode legacy alpha operation and replaced them with compatibility modes.
  • Added compatibility mode system and UI in the node inspector and node context menu
  • Added compatibility mode system to Lua API
  • Fixed material map nodes not working when used with Vectron operators and built-in Vectron primitives.
  • Fixed AI Light updates being ignored sometimes, resulting in lower quality renders.
  • Ensure thumbnails in the liveDB component are downloaded after scrolling around a lot.
  • Fix division by zero in ACES tone mapping which produced visible artifacts in some circumstances
  • Fixed a crash when you open the activation status dialog.
  • Remove incorrect double application of randomness for pheo/melanin hair.
  • Fixed scrambled "OK" characters on dialog buttons (Linux)
  • Fixed emission differences between CUDA and Metal.
  • Fixed autofocus on Vectron on macOS
  • Fixed post-fx issue which was not shown in deMain pass until denoising is done.
  • Added render AOV collections to the Standalone GUI.
  • Fixed crash that happens when changing the FBX file connected to an object layer map node.

Downloads

Downloads for Enterprise subscription users:

OctaneRender Enterprise 2022.1 XB4 for Windows (installer)
OctaneRender Enterprise 2022.1 XB4 for Windows (ZIP archive)
OctaneRender Enterprise 2022.1 XB4 for Linux

OctaneRender Enterprise 2022.1 XB4 Node for Windows (installer)
OctaneRender Enterprise 2022.1 XB4 Node for Windows (ZIP archive)
OctaneRender Enterprise 2022.1 XB4 Node for Linux

Downloads for Studio subscription users:

OctaneRender Studio 2022.1 XB4 for Windows (installer)
OctaneRender Studio 2022.1 XB4 for Windows (ZIP archive)
OctaneRender Studio 2022.1 XB4 for Linux

Downloads for Prime version for macOS:

Octane X Prime 2022.1 XB4 for macOS

Happy rendering
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Re: OctaneRender® 2022.1 XB4 [current 2022.1]

Postby linograndiotoy » Thu Sep 29, 2022 8:06 am

linograndiotoy Thu Sep 29, 2022 8:06 am
Awesome! Thanks team!
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Re: OctaneRender® 2022.1 XB4 [current 2022.1]

Postby Padi » Thu Sep 29, 2022 9:35 am

Padi Thu Sep 29, 2022 9:35 am
Huge release!

The function RNDR Cloud -> Upload scene snapshot needs a small change: To work with large scenes it needs to be changed to use the domain https://rndr.x.io. If not it fails for large OCS scene files.
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Re: OctaneRender® 2022.1 XB4 [current 2022.1]

Postby Kalua » Thu Sep 29, 2022 9:11 pm

Kalua Thu Sep 29, 2022 9:11 pm
Happy to see so many bugs getting fixed!
Hopefully Brigade will come along soon!
Regards,
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Re: OctaneRender® 2022.1 XB4 [current 2022.1]

Postby jalejune » Fri Sep 30, 2022 2:01 pm

jalejune Fri Sep 30, 2022 2:01 pm
Why are you not supporting Intel based macs like the 2019 MP with these new updates?
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Re: OctaneRender® 2022.1 XB4 [current 2022.1]

Postby frankmci » Fri Sep 30, 2022 3:36 pm

frankmci Fri Sep 30, 2022 3:36 pm
jalejune wrote:Why are you not supporting Intel based macs like the 2019 MP with these new updates?


Most recent official word on the subject:
viewtopic.php?f=33&t=80156#p414656

It sounds like Apple's support for AMD is half-hearted, at best. I understand your frustration, though. We invested in some decent AMD GPUs early on in OctaneX, just to get a feel for it. Those cards will probably either gather dust, or get sold in the next month or two.
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Re: OctaneRender® 2022.1 XB4 [current 2022.1]

Postby coilbook » Sun Oct 09, 2022 1:34 am

coilbook Sun Oct 09, 2022 1:34 am
I posted many times and I post again!

A lot of companies like Chaos, etc invest into ATMOSPHERICS! It means layered fog, fog with different densities, procedural snow, blizzard, rain, clouds, rainbow, stars, proper atmospheric fogs like Disney has. Cinema 4d has a lot of volumetric beauties 3ds max users don't. Max is now always behind. You definitely should improve it.
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Re: OctaneRender® 2022.1 XB4 [current 2022.1]

Postby J.C » Mon Oct 10, 2022 8:47 am

J.C Mon Oct 10, 2022 8:47 am
coilbook wrote:I posted many times and I post again!

A lot of companies like Chaos, etc invest into ATMOSPHERICS! It means layered fog, fog with different densities, procedural snow, blizzard, rain, clouds, rainbow, stars, proper atmospheric fogs like Disney has. Cinema 4d has a lot of volumetric beauties 3ds max users don't. Max is now always behind. You definitely should improve it.

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Re: OctaneRender® 2022.1 XB4 [current 2022.1]

Postby J.C » Mon Oct 10, 2022 8:53 am

J.C Mon Oct 10, 2022 8:53 am
frankmci wrote:
jalejune wrote:Why are you not supporting Intel based macs like the 2019 MP with these new updates?


Most recent official word on the subject:
viewtopic.php?f=33&t=80156#p414656

It sounds like Apple's support for AMD is half-hearted, at best. I understand your frustration, though. We invested in some decent AMD GPUs early on in OctaneX, just to get a feel for it. Those cards will probably either gather dust, or get sold in the next month or two.


I would never trust Apple and I think Otoy should stop supporting them. Investing in their hardware is a serious risk. You never know when a $10k investment turns into a worthless piece of shiny furniture.
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Re: OctaneRender® 2022.1 XB4 [current 2022.1]

Postby SSmolak » Sun Oct 16, 2022 2:52 pm

SSmolak Sun Oct 16, 2022 2:52 pm
It would be great if Specular layer will support thin wall ( diffuse ) transmission type too.
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