OctaneRender™ Standalone v1.0 beta3.02 [obsolete]

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roeland
OctaneRender Team
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Joined: Wed Mar 09, 2011 10:09 pm

The OctaneRender™ Team is proud to announce the test release of OctaneRender™ beta 3.02.

Changes since beta 3.01

File format change

Due to internal changes in Octane we had to update the file format. Because of this, scenes
made in this version of Octane will not be compatible with previous versions of Octane
.
It is strongly recommended to keep a copy of your OCS scene file in the old format. Octane
will give a warning before saving an old scene in the new format.

New glossy and specular material BRDF

The roughness scale has a more linear behaviour, making it easier to use images as roughness
maps. When loading an old scene, the old roughness value is converted to a value that gives
approximately the same result.

The albedo of the material doesn't decrease anymore when increasing the roughness. This
should it make easier to create rough glass or metals. A roughness of 0.0 results in perfect
specular reflection, 1.0 results in diffuse reflection.

The fresnel effect on glossy materials is only controlled by the index slider. Setting a value
smaller than 1.0 will disable the fresnel effect, so the glossy color will be the color in the
glossy input pin, regardless of viewing angle. When selecting a value of 1.0 or bigger, the
glossy reflection color will be modulated according to the fresnel law: at grazing angles the
color will be the color set in the glossy input pin, at perpendicular angles it will be darker.
If you have a measured index of refraction, set the glossy color to 1.0.

More accurate color system

We have improved the accuracy of colors rendered in Octane. Especially the saturation of
colors is much better. For more information see http://render.otoy.com/forum/viewtopic.php?f=9&t=23669.

Updated CUDA framework

This version supports the new Kepler generation of NVIDIA GPU's, without performance
loss on Fermi GPU's, and Mac and Linux users don't have to install a CUDA toolkit anymore.

Other features and fixes:
  • Mix materials containing a specular material are rendered with correct refraction.
  • Clipping of colors that are out of gamut preserves the brightness of the color
  • Highlights clipping can be done per channel, or they can be clipped to white.
    There is a slider to gradually change the clipping between these behaviors.
  • When rendering with PMC the initial noisy samples are given a low weight,
    making the render clean up more quickly.
  • Updated scene outliner:
    • removed redundant levels (input list, input pin, internal node pin graph).
    • Added a context menu like in the node inspector.
    • Nodes can be shown in the outliner from the context menus.
  • The progress of loading individual files is shown in the status bar, eliminating
    any popups occurring during animation rendering.
  • When saving a macro with embedded textures, the original file contents are
    stored, reducing file size.
  • The rendered image is centered when enabling the resolution lock.
  • The mesh node component has a button to change mesh import settings.
  • The save dialog is not shown if there are no changes in the current scene.
  • fixed crash after selecting an embedded node in the outliner and pressing Delete.
  • Copying nodes embedded in a node pin works correctly for old scenes.
  • Fix default Y value for alphaimage and floatimage texture scale.
Download here:

Windows:
ZIP archives:
- 64-bit32-bit

MacOS X:
- 32-bit and 64-bit

Linux:
- 64-bit

Driver Requirements
For Mac OS you need the latest CUDA driver, version 5.0.36 (http://www.nvidia.com/object/mac-driver-archive.html).
The display driver should be automatically updated.
On Linux and Windows you need the latest NVIDIA driver, version 304.51 on Linux and 306.23 on Windows. (http://www.nvidia.com/page/drivers.html)
When using earlier versions textures may not be properly aligned.

Most recent documentation: 2.58e user manual

Yours,
The OctaneRender™ Team.
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pixelrush
Licensed Customer
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Joined: Mon Jan 11, 2010 7:11 pm
Location: Nelson, New Zealand

Thanks guys. So this needs a Cuda 5 driver for Windows?
Quadro 305.93 will do I guess..
i7-3820 @4.3Ghz | 24gb | Win7pro-64
GTS 250 display + 2 x GTX 780 cuda| driver 331.65
Octane v1.55
vipvip
Licensed Customer
Posts: 726
Joined: Fri Apr 22, 2011 9:28 am

"the progress of loading individual files is shown in the status bar, eliminating
any popups occurring during animation rendering."


thanks a lot for this feature, i test it directly after downloaded !
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abstrax
OctaneRender Team
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Location: Auckland, New Zealand

pixelrush wrote:Thanks guys. So this needs a Cuda 5 driver for Windows?
Quadro 305.93 will do I guess..
In theory a CUDA 4.2 driver should be enough, but for some reason the texture mapping doesn't work correctly with 301.x drivers. At least on GeForce. Only the latest seems to work correctly. We havem't figured out yet, why.

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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pixelrush
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Location: Nelson, New Zealand

As a general question, how is the performance of Kepler based cards with this build? Are Keplers *ok* to buy now the code has been reworked or are Fermi still a better deal? Are there any numbers the team can share comparing a 570 with a 670 or 580 with a 680? Thanks :geek:
i7-3820 @4.3Ghz | 24gb | Win7pro-64
GTS 250 display + 2 x GTX 780 cuda| driver 331.65
Octane v1.55
User avatar
abstrax
OctaneRender Team
Posts: 5506
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

pixelrush wrote:As a general question, how is the performance of Kepler based cards with this build? Are Keplers *ok* to buy now the code has been reworked or are Fermi still a better deal? Are there any numbers the team can share comparing a 570 with a 670 or 580 with a 680? Thanks :geek:
Hmm, that's not so easy to answer. If you want the fastest GPU for Octane a GTX 580 is still the one. The problem is, they are harder and harder to get.

If you want the most energy efficient card, a GTX 690 should be your choice. It's now roughly as fast as a GTX 590. Sometimes faster, sometimes slower, but needs a lot less power and produces less heat. The fan usually doesn't run much faster while you render.

Then there is the problem with the maximum number of textures: GPUs with compute capability 1.x and 2.x allow only 128 max. Kepler GPUs allow 256. That's not exposed yet in Octane, but probably will be soon. -> If you are dealing with heaps of textures, a Kepler may also be your choice.

If you want a GeForce with the most memory, you should get a GTX 680 with 4GB VRAM ;)

Then there is one issue we don't understand and which we couldn't resolve yet: For some reason, switching from path tracing to PMC and back speeds up path tracing. It may be a driver issue or something else. This occurs mainly on Keplers only. The difference is ~5-8%. Hopefully we can solve this issue in the future.

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Refracty
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great improvements
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Jaberwocky
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Joined: Tue Sep 07, 2010 3:03 pm

Cheers Roeland

trying it out now.
CPU:-AMD 1055T 6 core, Motherboard:-Gigabyte 990FXA-UD3 AM3+, Gigabyte GTX 460-1GB, RAM:-8GB Kingston hyper X Genesis DDR3 1600Mhz D/Ch, Hard Disk:-500GB samsung F3 , OS:-Win7 64bit
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t_3
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Joined: Tue Jul 05, 2011 5:37 pm

great one! very nice progress. love it already while still downloading :D
The obvious is that which is never seen until someone expresses it simply

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Elvissuperstar007
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New specular material BRDF they really should not miss the sun?
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
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