OctaneRender® 2024.1 Alpha 3

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haze
OctaneRender Team
Posts: 1003
Joined: Sun Feb 08, 2015 8:57 pm

Hi all,

We are progressing through the alpha stage of 2024.1 and there are still a few changes to come. Thank you to all those who provided feedback.

For details on the features added in 2024.1, please see the 2024.1 Alpha 1 release post.

Some important notes about these builds:

The minimum NVIDIA driver version that is required by this version is 522. You can launch Octane with an older driver version, but it will fail to render and it will produce an error message in the log.

The minimum supported macOS version is 14. If you depend on using an older version, please let us know.

Open Image Denoise is supported on CUDA compute model 7 and later, we fallback to the CPU version on machine with older models. On macOS, only the CPU version is supported.

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 are still being made daily.

Changes since 2024.1 Alpha 2
  • Fixed "mismatching barriers" error when using NVLink and denoiser when only one device is enabled for denoising.
  • Fixed hang when using real time mode with NVLink GPU peering.
  • Fixed possible crash when using a scene file if one of the referenced VDB files is missing.
  • Fixed incorrect result when using RT hardware acceleration on macOS when the camera is inside multiple volumes.
  • Fixed a potential incorrect result with CUDA after changing geometry when the camera is inside a volume.
  • Fixed incorrect result on macOS in some cases when the camera is inside a volume.
  • Fixed transforms between object space and world space in OSL shaders (eg. transform("world", "object", P)), when used in input channels of medium nodes connected to volumes.
  • Reduced system memory usage in cases where the same displacement map is used more than once.
  • Resolved a crash occurring when enabling real-time mode on a render with an active OIDN denoiser.
  • Scenes with a lot of triplanar maps with all inputs connected to the same texture node, will start rendering faster.
  • We now prevent the composite texture "Chromaticity" and "Luminosity" blend modes from producing a bright green result if the chromaticity layer input to these blend modes is black.
  • Fixed compute error happening when updating geometry.
  • Fixed a crash occurring when a scene was updated while the OIDN CPU version was running.
  • Fixed dirt and curvature global AOVs with Environment.
  • Fixed large resolutions causing crashes on macOS.
  • Reduced mesh data memory usage on macOS.
  • Fixed various errors caused as a result of low VRAM availability during the scene compilation.
  • Fixed crashes in the file pattern dialog for an image tile node without any files set up.
  • Fixed an invalid pin access error when the subsurface color input is not connected on the Standard surface material.
  • Fixed a hang during denoising process.
  • Fixed crash or render failure in scenes with a mesh node which has invalid material/object indices.
Downloads

Downloads for Studio+ subscription users:

OctaneRender Studio+ 2024.1 Alpha 3 Standalone for Windows (installer)
OctaneRender Studio+ 2024.1 Alpha 3 Standalone for Windows (ZIP archive)
OctaneRender Studio+ 2024.1 Alpha 3 Standalone for Linux

OctaneRender 2024.1 Alpha 3 Standalone for MacOS

OctaneRender Studio+ 2024.1 Alpha 3 Node Windows (installer)
OctaneRender Studio+ 2024.1 Alpha 3 Node for Windows (ZIP archive)
OctaneRender Studio+ 2024.1 Alpha 3 Node for Linux

Happy rendering
Your OTOY team
JoGo23
Licensed Customer
Posts: 49
Joined: Mon May 09, 2016 10:48 pm

MacOs link does not work.
Zay
Licensed Customer
Posts: 1123
Joined: Sun Jan 17, 2010 2:53 am

Still freezes up on GTX 1080 Ti when enabling denoising.
Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser
john_otoy
OctaneRender Team
Posts: 245
Joined: Tue Aug 10, 2021 9:38 pm

Zay wrote:Still freezes up on GTX 1080 Ti when enabling denoising.
Hi Zay. Your issue is still open. I'll try and get someone to look at it before the next release.
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haze
OctaneRender Team
Posts: 1003
Joined: Sun Feb 08, 2015 8:57 pm

JoGo23 wrote:MacOs link does not work.
Fixed. Sorry about that.
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Can we get automatic light sampling rate based on light noise and a check box "reset all sampling rate to 1"? We have lots of textures with sampling rates of different values and it would be nice to default them all to 1 because of scene changes and different requirements.

Thank you
lacilaci
Licensed Customer
Posts: 9
Joined: Fri Nov 18, 2016 6:15 am
Contact:

Hi, is image filtering in the standalone viewport somehow broken in alpha 3? On Mac OS 100% scale sometimes looks jagged and zooming in looks way too blurry. Saved images look correct and this is not an issue in alpha 2 standalone viewport display.

here you can see how it looks from screenshot at 100%
100percentzoom.png
and this is 200 zoom screenshot. Should be pixel sharp but somehow it's blurry
zoom200percent.png
elsksa
Licensed Customer
Posts: 784
Joined: Sat Jul 24, 2021 1:06 am

coilbook wrote:Can we get automatic light sampling rate based on light noise and a check box "reset all sampling rate to 1"? We have lots of textures with sampling rates of different values and it would be nice to default them all to 1 because of scene changes and different requirements.
A (requested) core light manager would handle that amongst other light attributes, at project scale rather than at individual light level.
karl
OctaneRender Team
Posts: 396
Joined: Sun Oct 13, 2019 11:26 pm

lacilaci wrote:Hi, is image filtering in the standalone viewport somehow broken in alpha 3? On Mac OS 100% scale sometimes looks jagged and zooming in looks way too blurry. Saved images look correct and this is not an issue in alpha 2 standalone viewport display.

here you can see how it looks from screenshot at 100%
100percentzoom.png
and this is 200 zoom screenshot. Should be pixel sharp but somehow it's blurry
zoom200percent.png
Thanks for the report. This will be fixed in the next build.
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Kalua
Licensed Customer
Posts: 530
Joined: Fri Oct 11, 2013 2:13 am
Location: Caribbean Sea
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Thanks for the update, guys!
C4D 2025.1.1 Octane 2025.1 Build 0104, <<2 X 3090 + NVlink>>, Windows 10, X399, AMD TR 1950X, 128 GB RAM, NVIDIA SD 552.22
https://www.behance.net/PaperArchitect
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