OctaneRender™ Standalone 1.21

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OctaneRender™ Standalone 1.21

Postby abstrax » Mon Dec 09, 2013 4:39 am

abstrax Mon Dec 09, 2013 4:39 am
Hi all,

This is the first version of the development cycle towards a stable version 1.5. When you open it the first time you may notice some changes in the UI, but in general it's still the same.

Before you start playing

This is the first release after a massive overhaul of the internal node system and everything that uses it (i.e. pretty much everything except the render core). -> Please be patient if stuff is broken or doesn't work.

We have changed the OCS file format, which means that files written with 1.21 can not be read by any older version. -> Please make sure that your 1.20 scenes (or older) are backed up or the best thing is to not overwrite them at all until things are more stable.

Due to a last-minute decision to change the package file format, we disabled the saving of packages, which is also used for saving node graphs locally and in the Live DB. -> Saving of materials in the LiveDB and locally is currently not possible until the new package file format is implemented.

Since it was not feasible to add new render features while keeping the support of old compute model 1.x cards, we dropped their support. -> From now on only NVIDIA GPUs with a compute capability of 2.0 or higher are supported from on.

What has changed?

Instead of writing a long change list, I refer to the development update from November: viewtopic.php?f=9&t=36737

What is currently not included (compared to the development update) is the packaging support. On the other hand Octane can already import rigid body animations from Alembic files. The whole Alembic and animation support is still very much work in progress and we plan to improve it over the coming releases.

We also replaced the image texture transformations described in the update with a generic projection system, that supports now linear, spherical, cylindrical, perspective, box and UV mapping.

Thomas also wrote a couple of Lua tutorials (more are in the making) and posted them in the new Lua forum: viewforum.php?f=73

We plan to describe a few of the features a bit more in the near future, but for now we want to get it out as early as possible.

Download:

Windows
ZIP archives:
- 64-bit
- 32-bit

MacOS X
ZIP archive:
- 32-bit and 64-bit

Linux
ZIP archive:
- 64-bit

Happy rendering,
Your OTOY NZ Team
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Re: OctaneRender™ Standalone 1.21

Postby vipvip » Mon Dec 09, 2013 6:43 am

vipvip Mon Dec 09, 2013 6:43 am
thanks for this update !
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Re: OctaneRender™ Standalone 1.21

Postby pixelrush » Mon Dec 09, 2013 6:54 am

pixelrush Mon Dec 09, 2013 6:54 am
Thanks guys! Are any specific Nvidia drivers needed for this or will same as for 1.20 do?
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Re: OctaneRender™ Standalone 1.21

Postby abstrax » Mon Dec 09, 2013 6:56 am

abstrax Mon Dec 09, 2013 6:56 am
pixelrush wrote:Thanks guys! Are any specific Nvidia drivers needed for this or will same as for 1.20 do?

The same as for 1.20 will do for 1.21 (i.e. everything >= 301.42).
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Re: OctaneRender™ Standalone 1.21 (Plugins?)

Postby prehabitat » Mon Dec 09, 2013 7:04 am

prehabitat Mon Dec 09, 2013 7:04 am
Should us Plugin users avoid the update until our Plugin Dev has made a compatible update? or should the plugins work OOTB? :D

p.s. thanks! :D
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Re: OctaneRender™ Standalone 1.21 (Plugins?)

Postby abstrax » Mon Dec 09, 2013 7:07 am

abstrax Mon Dec 09, 2013 7:07 am
prehabitat wrote:Should us Plugin users avoid the update until our Plugin Dev has made a compatible update? or should the plugins work OOTB? :D

p.s. thanks! :D

The plugin and the standalone version have nothing in common except the license, so you should be able to play with Standalone 1.21 while still using plugins of SDK 1.20.
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Re: OctaneRender™ Standalone 1.21

Postby FrankPooleFloating » Mon Dec 09, 2013 7:08 am

FrankPooleFloating Mon Dec 09, 2013 7:08 am
Thanx guys! Can't wait to play in morning.... If I can fall back asleep now.... :shock:
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Re: OctaneRender™ Standalone 1.21

Postby pixelrush » Mon Dec 09, 2013 7:57 am

pixelrush Mon Dec 09, 2013 7:57 am
When opening the Octane benchmark scene for the first time I note that there are some node inspector values that are not showing their default value and need to be set.
There is a kind of strange option available in Camera/Scale of View and other places which allows for choosing Sun Direction. Is this correct? :roll:

Post processing broken/missing? perhaps not had to enable at bottom of Render Target list first... ;)

probably old one - Background colour of notes is a shade of choice but not WYSIWYG.
Last edited by pixelrush on Mon Dec 09, 2013 8:07 am, edited 1 time in total.
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Re: OctaneRender™ Standalone 1.21

Postby bicket » Mon Dec 09, 2013 8:05 am

bicket Mon Dec 09, 2013 8:05 am
Thanks !!!

Object Layer is a great feature, it will be very useful.
Hope to try the 3dsMax version as soon as possible. :D
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Re: OctaneRender™ Standalone 1.21

Postby pixelrush » Mon Dec 09, 2013 8:54 am

pixelrush Mon Dec 09, 2013 8:54 am
Anyone have an Alembic file to share for Alembic deprived Blenderheads?
Would appreciate it like an early Xmas present :)

Edit: why does Texture/3d Translation not have sliders like for the other values? :roll:
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