OctaneRender™ Standalone 3.00 alpha 3
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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.
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.
- FrankPooleFloating
- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
Uh, yeah, and there was the ability to manage GPU temps too... so please, keep priority... unless I am missing something, and I can get a similar effect by tweaking new settings somewhere...
Win10Pro || GA-X99-SOC-Champion || i7 5820k w/ H60 || 32GB DDR4 || 3x EVGA RTX 2070 Super Hybrid || EVGA Supernova G2 1300W || Tt Core X9 || LightWave Plug (v4 for old gigs) || Blender E-Cycles
We will have a look at how we can implement render priority in the new system. Don't know yet how it can be done.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
- linvanchene
- Posts: 783
- Joined: Mon Mar 25, 2013 10:58 pm
- Location: Switzerland
Thanks to all those who shared some test orbx scenes with VDB files.
I would have a lot of different questions and suggestions but at this point in time I guess I should focus on one point:
@ Volume step lenght
It seems the volume step length in the kernel setting makes a huge impact on how an imported VDB actually looks like.
It seems currently the volume step length can only be set on a scene level.
Is there any chance that the volume step length can be set on an object level in the future?
Example:
For explosion 1 a volume step level of 4 may give the wanted look.
For explosion 2 a volume step level of 90 may give the wanted look.
Basically the same VDB file could be used to create two different explosion effects in the same scene.
Test series made with the ORBX posted by uncia
viewtopic.php?f=33&t=51772&start=20#p259726
I would have a lot of different questions and suggestions but at this point in time I guess I should focus on one point:
@ Volume step lenght
It seems the volume step length in the kernel setting makes a huge impact on how an imported VDB actually looks like.
It seems currently the volume step length can only be set on a scene level.
Is there any chance that the volume step length can be set on an object level in the future?
Example:
For explosion 1 a volume step level of 4 may give the wanted look.
For explosion 2 a volume step level of 90 may give the wanted look.
Basically the same VDB file could be used to create two different explosion effects in the same scene.
- - -Side note:
To spin this thought further:
IF it would be possible to have different volume step lengths on an object level it might actually be possible to use cloud VDB as instances and then use different volume step lengths to achieve different looks for different versions of an instanced object while keeping the needed memory at the same level.
For that to work an additional requirement would be the possibility to assign different volume step lengths and material values to instances...
Test series made with the ORBX posted by uncia
viewtopic.php?f=33&t=51772&start=20#p259726
Win 10 Pro 64bit | Rendering: 2 x ASUS GeForce RTX 2080 Ti TURBO | Asus RTX NVLink Bridge 4-Slot | Intel Core i7 5820K | ASUS X99-E WS| 64 GB RAM
FAQ: OctaneRender for DAZ Studio - FAQ link collection
FAQ: OctaneRender for DAZ Studio - FAQ link collection
When will you release support for OpenCL?
Thanks!
Thanks!
Win 10x64, AMD 1950x 16C/32T, RAM 32Gb, 4x EVGA GTX 1080Ti, Octane-for-C4D 4.x.x, Nvidia 398.82
+1Yan wrote:When will you release support for OpenCL?
Thanks!
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
OpenCL has been on hiatus for quite a while and we will continue working on it after OSL has been done, i.e. it may become available around middle of the year. Please be aware, that there is a chance that we may run into unsurmountable problems and we can't get it working (Octane is not a simple path tracer anymore). I didn't run into any issues during my initial tests, but everybody tells me how bad it is, so we will have to see.Yan wrote:When will you release support for OpenCL?
Thanks!
There is also a small possibility that AMD's CUDA implementation as part of AMD's Boltzman initiative could be used instead of an OpenCL implementation, but we will see, when we get there. Most likely it will not be useful for Octane.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Marcus, could you refere to my previous questions on subdiv?
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
- rotorstudios
- Posts: 9
- Joined: Thu Mar 26, 2015 4:06 am
Hi Guys!
Great work! Awesome stuff.
Since alpha 2 it seems in alpha 3 that variable UV sets aren't working with baking? Just the first slot works?
Could be something I'm doing wrong on my end but yesterday it was just rendering black in all but the default UV channel.
Otherwise works a treat!
Great work! Awesome stuff.
Since alpha 2 it seems in alpha 3 that variable UV sets aren't working with baking? Just the first slot works?
Could be something I'm doing wrong on my end but yesterday it was just rendering black in all but the default UV channel.
Otherwise works a treat!
That's currently not planned. You could write a Lua script that does this: Just loop over all mesh nodes and geometry archives and set the subdivision level attributesmicha wrote:Marcus,
The new sub div system works like a charm.
I need one easily accessible feature - sub. div. level pin. Could you add a pin for this, e.g., in the object layer pin or anything else on the obj node. Or at least a global button in a toolbar to turn on/off all sub divs. Same for displacement - global on/off button would be so helpful.
I created a task, but don't know when we will get to it.Another question - is the early reported bump over normal on a to-do list?
Could you show a screen shot? Normals shouldn't be inverted by displacement mapping.What could be a reason for inverted normals for any geometry with a displacement map applied (from zbrush if it helps)?
Yes, that's planned and part of the UI work, Thomas started.And the last question - will we have detachable render viewport in 3 for multiple monitors?
Btw, some good news: I just updated one of our thirdparty libraries and the editor freeze of that massively instanced scene you sent me a while ago, is gone

In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
- chupinsky27
- Posts: 32
- Joined: Wed Apr 02, 2014 3:17 pm
I'm not going to lie, this news comes as a disappointment. OpenCl and the promise of running Octane on virtually any computer, to me, was the headlining feature of v3. I have been using Octane for freelance and personal work for sometime now and I LOVE Octane. Going back to C4D's built in renderer feels so archaic and cumbersome, yet that is what I am forced to use in my professional work environment. I work for a major sports broadcasting network with ~50 Mac Pro workstations loaded with C4D in our location with many more locations globally. After serious consideration, our engineers ruled out the possibility of implementing Octane into our workflow for the fact of the steep investment for external graphics card boxes for individual workstations, server room space, and added complexity of managing said equipment. With OpenCl (or another universal code), Implementation would be a breeze. I can imagine this is true across the industry.abstrax wrote:OpenCL has been on hiatus for quite a while and we will continue working on it after OSL has been done, i.e. it may become available around middle of the year. Please be aware, that there is a chance that we may run into unsurmountable problems and we can't get it working (Octane is not a simple path tracer anymore). I didn't run into any issues during my initial tests, but everybody tells me how bad it is, so we will have to see.Yan wrote:When will you release support for OpenCL?
Thanks!
There is also a small possibility that AMD's CUDA implementation as part of AMD's Boltzman initiative could be used instead of an OpenCL implementation, but we will see, when we get there. Most likely it will not be useful for Octane.
If universal support is seriously on the chopping block, we need a better solution for medium-large studio environments other than adding (Nvidia exclusive) graphics cards to individual workstations.
I will continue to use Octane at home and for side jobs with the same enthusiasm as before yet knowing I may never use it in my current professional environment.
C4D R17 | c4doctane v3 beta 2.1 | 2x980ti 2x780ti watercooled | Windows10 | 64GB ram