OctaneRender™ Standalone 1.12

A forum where development builds are posted for testing by the community.
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
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roeland
OctaneRender Team
Posts: 1822
Joined: Wed Mar 09, 2011 10:09 pm

Hi all,

Here comes the next release of our development cycle towards 1.20.

We changed a few things internally regarding updating the rendering after changing or connecting nodes. Please report if the rendering doesn't update after certain actions.

As a consequence of the fix for the activation issues on some Mac Pro systems, some Mac users may have to deactivate/activate their license again. Which will also apply if these users switch between 1.12 and a previous version.

Changes since 1.11
  • Revamped node graph editor, supporting zooming out on big node graphs.
  • The render viewport can display a background image instead of the checkerboard.
  • The sky color in new daylight system can be customized.
  • The sun radius can now be controlled in the daylight environment.
  • When rendering a scene with lots of instances, Octane doesn't freeze anymore while moving objects around.
  • Added Render priority, so you can slightly throttle down rendering on one or more GPUs. This improves system responsiveness when rendering on the GPU used for your display.
  • Glare and bloom from the sun retain correct brightness while rendering more samples per pixel.
  • Loading lots of very small meshes is more efficient.
  • Fixed activation issue on recent Mac Pros (see above).
  • Fixed crash when switching between render targets rendering the same amount of pixels with a different aspect ratio.
  • Fixed using int input pins on macro nodes.
  • Autofocus works after modifying the rendered geometry.
  • Environment light sampling works when disabling alpha shadows.
  • Using min_display_samples and subsampling with PMC works correctly.
  • Display a warning if some nodes from an OCS file fail to load
  • Fixed a crash in some scenes containing invalid nodes.
  • Fixed crash when rendering a material preview for a dirt texture before starting a main render.
  • Material map nodes work correctly again.

Download:

Windows
ZIP archives:
- 64-bit32-bit

MacOS X
DMG image:
- 32-bit and 64-bit

Linux
tar.gz archive:
- 64-bit


Happy rendering,
Your OTOY NZ Team
ron908
Licensed Customer
Posts: 43
Joined: Fri Mar 22, 2013 8:55 am

Awesome! This could not have come at a better time - I was just this afternoon lamenting the lack of a background image :)
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FrankPooleFloating
Licensed Customer
Posts: 1669
Joined: Thu Nov 29, 2012 3:48 pm

Thank you very much for bg image... would have really, really loved getting
primary visibility (invisible to camera) too - but I trust that you gents are hard
at work on that one still... prolly a tough one. And I (and many others) hope
this is on one of the front burners at Otoy.

And now with throttle, I will likely be able to play a proper game of solitaire
while doing renders! I didn't even know this one was coming.. Nice!

Edit: thnx abstrax. Render Prioroity now works!! And bg image rocks! Perfect! And
thank you so much for listening - that this needed to not restart renders when
toggling on/off. Whew!

Oh my gosh!!.. I just realized sun size is in there!! :shock: Yipppeeeee! :lol:

Back to playing with new toys!

Edit Part Deux: I just picked my jaw up off the floor... if you crank sun size
to 30 and tweak the sky and sunset colors, you can very quickly get some
pretty insane looking studio-soft-box-style product renders - without even
touching an HDRI... Wow!.. thank you thank you!
Last edited by FrankPooleFloating on Fri Apr 05, 2013 12:27 pm, edited 5 times in total.
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abstrax
OctaneRender Team
Posts: 5506
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

A little bit more info on the render priority - to make it work you need to do two things:

1) In the CUDA device preferences you have to turn on the option "use priority" for those GPUs that should apply the priority setting. It would usually be those GPUs that are used for display. Pure render GPUs not used for anything else should have this option turned off.

2) In the viewport toolbar you will find a new dial to choose the priority that should be applied to those GPUs that have the option "use priority" enabled. You can choose between low/medium/high priority. High priority behaves similar to what we used in the past. This setting is stored with your project.

This feature is still experimental and may require some more tweaking. Let us know how good/bad it works.

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Elvissuperstar007
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Joined: Thu May 20, 2010 8:20 am
Location: Ukraine/Russia
Contact:

thanks!
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treddie
Licensed Customer
Posts: 739
Joined: Fri Mar 23, 2012 5:44 am

GEEZ! Another Christmas, and it's not even May yet!
Win7 | Geforce TitanX w/ 12Gb | Geforce GTX-560 w/ 2Gb | 6-Core 3.5GHz | 32Gb | Cinema4D w RipTide Importer and OctaneExporter Plugs.
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roeland
OctaneRender Team
Posts: 1822
Joined: Wed Mar 09, 2011 10:09 pm

Just added the Linux version.

--
Roeland
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pixelrush
Licensed Customer
Posts: 1618
Joined: Mon Jan 11, 2010 7:11 pm
Location: Nelson, New Zealand

Woot! thanks guys! :D

early feedback -
the green rectangle for the zoom region is a little bright.
how about mmb on a node to centre/zoom in to it...
a min node zoom of 25% full size? too hard to read/use other wise I think, or temp magnify node under cursor? or perhaps a tooltip with the node name? :roll:
somehow I expected to set the background image in the camera node inspector but maybe that's the way my mind works ;)

changing the colour of sky and sunset doesn't seem to be working here unless I misunderstand the intent.
is 1 the real sun dia. in the sky? (and so a full moon size is also about 1)
can I get a pale moon colour out of the sun? can I apply a green cheese texture to it? :lol:
Last edited by pixelrush on Fri Apr 05, 2013 5:33 am, edited 8 times in total.
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Tugpsx
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Location: Chicago, IL
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Thanks for update. Checking command line options to see if any affect the exporter.
The girls are still talking about it. :twisted:
Whisper
Whisper
Win 11 64GB | NVIDIA RTX3060 12GB
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abstrax
OctaneRender Team
Posts: 5506
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

pixelrush wrote: changing the colour of sky and sunset doesn't seem to be working here unless I misunderstand the intent.
is 1 the real sun dia. in the sky? (and so a full moon size is also about 1)
can I get a pale moon colour out of the sun? can I apply a green cheese texture to it? :lol:
Those colours can be changed only in the new daylight system. The old one has fixed spectra which can't be changed. And no you can't make the sun a moon or a cheese.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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