new features of OctaneRender™ 3.00 (updated 10.8.)

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OPEN CL + "UNLIMITED" GEOMETRY

Postby thilima » Mon Jan 04, 2016 5:48 pm

thilima Mon Jan 04, 2016 5:48 pm
OpenCL support: OctaneRender 3 will support the broadest range of processors possible using OpenCL to run on Intel CPUs with support for out-of-core geometry, OpenCL FPGAs and ASICs, and AMD GPUs.

Infinite mesh and polygon sizes: OctaneRender 3 removes all limits on the maximum allowed primitive and triangle count.

1 - Hey otoy guys, these are the new features I was waiting most on OR3, do you have any idea of when these 2 features will be released???

2 - Another question is about the "out-of-core geometry", It means that with this OpenCL support we will be able to render using GPU + CPU and the memory used will be RAM memory and not VRAM???
If YES, it means that If I have a scene which needs 10gbVRAM to render, I´ll not need to buy a titanX for example which is an awesome (expensive) videocard just because the 12gbVRAM, cause with the openCL/out-of-core, If I have a videocard with just 2gbVram, the render will finish anyway (if I have enough ram memory) ??? Is that it ?

Thanks :)
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Re: OPEN CL + "UNLIMITED" GEOMETRY

Postby Goldorak » Mon Jan 04, 2016 7:19 pm

Goldorak Mon Jan 04, 2016 7:19 pm
thilima wrote:OpenCL support: OctaneRender 3 will support the broadest range of processors possible using OpenCL to run on Intel CPUs with support for out-of-core geometry, OpenCL FPGAs and ASICs, and AMD GPUs.

Infinite mesh and polygon sizes: OctaneRender 3 removes all limits on the maximum allowed primitive and triangle count.

1 - Hey otoy guys, these are the new features I was waiting most on OR3, do you have any idea of when these 2 features will be released???

2 - Another question is about the "out-of-core geometry", It means that with this OpenCL support we will be able to render using GPU + CPU and the memory used will be RAM memory and not VRAM???
If YES, it means that If I have a scene which needs 10gbVRAM to render, I´ll not need to buy a titanX for example which is an awesome (expensive) videocard just because the 12gbVRAM, cause with the openCL/out-of-core, If I have a videocard with just 2gbVram, the render will finish anyway (if I have enough ram memory) ??? Is that it ?

Thanks :)


OpenCL will likely be last, after all other V3 features are stable.

OOC geometry assumes the OCL backend is running on a CPU device (which should be theoretically viable after OCL GPU support is done). I posted on this before. If this works, it probably won't be fast, but it could be useful as a fallback when geometry doesn't fit into VRAM.

The infinite mesh size issue is being worked on right now, and targetting an upcoming alpha release.
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Re: OPEN CL + "UNLIMITED" GEOMETRY

Postby thilima » Tue Jan 05, 2016 7:12 pm

thilima Tue Jan 05, 2016 7:12 pm
Goldorak wrote:
thilima wrote:OpenCL support: OctaneRender 3 will support the broadest range of processors possible using OpenCL to run on Intel CPUs with support for out-of-core geometry, OpenCL FPGAs and ASICs, and AMD GPUs.

Infinite mesh and polygon sizes: OctaneRender 3 removes all limits on the maximum allowed primitive and triangle count.

1 - Hey otoy guys, these are the new features I was waiting most on OR3, do you have any idea of when these 2 features will be released???

2 - Another question is about the "out-of-core geometry", It means that with this OpenCL support we will be able to render using GPU + CPU and the memory used will be RAM memory and not VRAM???
If YES, it means that If I have a scene which needs 10gbVRAM to render, I´ll not need to buy a titanX for example which is an awesome (expensive) videocard just because the 12gbVRAM, cause with the openCL/out-of-core, If I have a videocard with just 2gbVram, the render will finish anyway (if I have enough ram memory) ??? Is that it ?

Thanks :)


OpenCL will likely be last, after all other V3 features are stable.

OOC geometry assumes the OCL backend is running on a CPU device (which should be theoretically viable after OCL GPU support is done). I posted on this before. If this works, it probably won't be fast, but it could be useful as a fallback when geometry doesn't fit into VRAM.

The infinite mesh size issue is being worked on right now, and targetting an upcoming alpha release.


Thanks a lot for the answer Goldorak and congrats for the development
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Re: new features of OctaneRender™ 3.00 (updated 23.12.)

Postby Rikk The Gaijin » Thu Jan 07, 2016 5:07 am

Rikk The Gaijin Thu Jan 07, 2016 5:07 am
Goldorak, did you guys see my bug report here? viewtopic.php?p=259683#p259683
Was that a fair complain, or am I just shooting at the clouds?
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Re: new features of OctaneRender™ 3.00 (updated 23.12.)

Postby iknowmedia » Mon Jan 18, 2016 6:38 pm

iknowmedia Mon Jan 18, 2016 6:38 pm
I have a question about the texture baking feature of octane.

I have a mesh "obj" with multiple materials can I bake out just one of those materials to a texture? Or do I need to separate the mesh in individual parts and import them. I want to bake those texture with the complete model so that everything is calculating correctly and effecting each other.

Thanks!
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Re: new features of OctaneRender™ 3.00 (updated 23.12.)

Postby bepeg4d » Tue Jan 19, 2016 11:28 am

bepeg4d Tue Jan 19, 2016 11:28 am
Hi,
yes, you can render a single material or all together depending on your needs ;)
What you need is that the material has proper UV without overlapping.
Have you seen this Lua script to automate and speed up the baking process?
viewtopic.php?f=73&t=52085
ciao beppe
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Re: new features of OctaneRender™ 3.00 (updated 23.12.)

Postby MagnusL3D » Fri Jan 22, 2016 3:05 pm

MagnusL3D Fri Jan 22, 2016 3:05 pm
The baking feature is not high-poly to low-poly baking right ? just making sure.
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Re: new features of OctaneRender™ 3.00 (updated 23.12.)

Postby pegot » Mon Jan 25, 2016 6:51 pm

pegot Mon Jan 25, 2016 6:51 pm
Will we be able to use more than one displacement image in V3? As of alpha 4 this does not seem possible yet (though the invert displacement feature now works),

Combining the the two images into one map is not an option because I want to animate one of the displacements (a black & white text image). I also need different Octane displacement settings for the two, which can't be done if they are combined into a single map.

This is easily done in one of my other 3d Apps -Cheetah 3d allows multiple displacements on an objects (haven't checked Blender yet but I suspect it should be possible there as well).

Would be very handy if Octane could do this as well. Are there plans to implement this feature?
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Re: new features of OctaneRender™ 3.00 (updated 23.12.)

Postby mojave » Mon Jan 25, 2016 8:37 pm

mojave Mon Jan 25, 2016 8:37 pm
MagnusL3D wrote:The baking feature is not high-poly to low-poly baking right ? just making sure.


No, it's not. Baking refers to "Texture baking" using an input mesh and UV so you may bake lighting as well as info passes (normals, AO, etc.)
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Re: new features of OctaneRender™ 3.00 (updated 23.12.)

Postby Berge » Tue Feb 02, 2016 3:26 pm

Berge Tue Feb 02, 2016 3:26 pm
Are we going to be able to get several multimattes (Red, Green, Blue) from our renders in v3?
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