This is the 5th alpha release of v3 fixing various bugs and adding some new features as well as showing the current progress of the Standalone UI overhaul.
We split the v3 alpha release notes into two posts: This one, which provides the download links and information specific to this particular release and a features post describing and discussing the new features and changes of 3.00. The features post will be continuously updated until we reach the stable version 3.00.
Alpha and beta version disclaimer
In contrast to v2 we want to do the alpha and beta testing publicly, to get more feedback earlier and to have changes tested more thoroughly. The plan is to let all users with a valid v2 license use the v3 alpha and beta versions until we decide that the beta period has ended and we release the first stable v3. After that you will have to upgrade to v3 or will not be able to use any v3 versions (including alpha and beta versions) anymore. We don't know yet, when that will be, but we will give you a warning a few weeks in advance so you can prepare.
Since there is a higher likelihood of severe bugs in alpha and beta versions you shouldn't use them for production work. It would be nice if you could test some production scenes with the alpha and beta versions, but you should definitely not rely on the stability of those versions to finish your projects.
In the Standalone you should be able to load v3 scenes in v2, losing only features provided in v3 and maybe some converted settings (like the new "mid level" in displacement nodes). With the plugins this isn't necessarily the case, which means that you should not create any plugin projects with v3 alpha/beta if you are not 100% sure that you want to upgrade to v3 or that you don't mind losing these projects when the beta period ends.
Offline authentication is disabled in alpha and beta versions.
Manual
We don't have an updated manual for v3 yet. That's partially due to the fact that we are currently overhauling the documentation web site, which needs to be finished until we can publish an updated manual for v3. We will let you know when the v3 manual is available until then, please refer to the v3 new features thread and its discussion.
CUDA requirements
Due to a CUDA compiler bug we had switch to CUDA 7.5, which means on Windows and Linux you may need to update your NVIDIA graphics driver to a current version which supports at least CUDA 7.5. On Mac OSX you may have to update the CUDA driver for Mac to a current version supporting at least CUDA 7.5.
Changes since 3.00 alpha 4
- Continued to overhaul the Standalone UI as part of the work on the plugin API. Now you can dock/undock panes, save layouts and create multiple instances of some panels. This is still very much work in progress and there are a few known bugs, but initial feedback is very welcome anyway. In the coming days we will add some more details to the (see the new features thread).
- Added new medium node "volume medium" which is similar to the "scatter medium", but allows you to additionally specify gradients via new volume ramp nodes, which map the channel values to a colour that is multiplied with the channel colour (see the new features thread). The gradients are ignored if used in a surface material.
- Replaced the pin "smoothing" of the gradient texture node with an enum pin "interpolation" which provides the options "constant", "linear" and "cubic" ("constant" is new).
- Added new pin "invert absorption" to all medium nodes which inverts the absorption channel and effectively converts the absorption channel to a transparency channel, which seems to be preferred by most users.
- Changed the label "scale" of the volume node to "density", because that's what it defines.
- Added pin "gamma before response" to the camera imager node. Enabling this option brings back the old behaviour of versions < 3.00 alpha 4, where the imager gamma got applied before the camera response curves. With 3.00 alpha 4 we swapped that order, which broke quite a few older scenes (for example the IDEA benchmark scene). The default is off, which means gamma is applied after the camera response curves, which allows for example plugins to change the gamma after rendering. Older scenes are converted automatically.
- Added pin "color" to specify custom colours for object layers, which are rendered in a new info pass/channel "object color". This allows you to create coloured masks.
- updated the Photoshop plugin to support the new info pass "object color".
- Added two pins "minimum" and "size" to the baking camera to specify the offset and size of the UV region to bake.
- The render priority is working again. The performance hit is roughly 20% for medium priority and 40% for low priority. Let me know if that is useful to you.
- Fixed a bug that built the UV acceleration structure even if no baking camera is used.
- Fixed issue causing the baking camera to generate incorrect outputs when baking transparent surfaces (see viewtopic.php?p=262834#p262834).
- Revert baking does not ignore transparent or invisible objects anymore.
- Fixed bug that caused the render target to not initialize the FPS and shutter settings of a just loaded project.
- Fixed kernel crash when a volume is rendered in a scene that has a (mostly) black environment.
- Fixed orientation of the tangent vector when the UV coordinate system is left-handed. This affects normal mapping.
- Fixed rendering of volumes that have only the emission channel enabled.
- Fixed rendering of overlapping volumes with multiple root nodes (which are usually large data sets).
- Fixed loading of volumes, reducing the memory consumption in some cases.
- Fixed unnecessary sampling of portals that are switched off.
- Fixed incorrect rendering of the object layer ID pass/channel.
- Fixed picking of volume media and object layers.
- Fixed bug that caused motion blur not being disabled when a motion vector pass/channel is rendered.
- Fixed a crash when the rendering is saved as 16-bit OpenEXR.
- Fixed massive memory leak in net render slaves (see viewtopic.php?p=263100#p263100).
- Fixed some performance issues with large scenes.
- Fixed update of the list of the most recently used files on OSX.
- Fixed spurious crashes on Linux and OSX, when sending information to OctaneLive or statistics.
- Fixed incorrect handling of file paths where some directory part starts with ".." (see viewtopic.php?f=81&t=51185).
- Added property
octane.node.hash
andoctane.nodegraph.hash
that can be used as a unique key in tables. - Added property
octane.scriptgraph._evaluateAllChanges
which enables the evaluation of the script graph if any of the input nodes changed, even those that are connected indirectly via some intermediate nodes. - Added property
octane.scriptgraph._name
that allows Lua script graphs to specify the default name, when the script graph is created. - After finishing a Lua script the render target will be updated, to make sure that it doesn't show the render state of nodes that don't exist anymore.
- Added
rootGraph
toPROPS_NODE_ITEM
which allows you to fetch the root node graph the node/node graph belongs to. - Added command line argument
--no-wer
which disables the error report dialog on Windows, which is useful if you run Octane via a script / the command line.
Known issues
Region rendering is still broken and we are working to bring it back as soon as possible. Unfortunately it requires a total rewrite due to the film buffer changes.
OctaneRender Standalone downloads
Windows
- 64-bit commercial version (installer)
- 64-bit commercial version (ZIP archive)
Mac OS X
- 64-bit commercial version (DMG image)
Linux
- 64-bit commercial version (ZIP archive)
Photoshop workflow plugin download
You can download and install the updated plugin either via the Adobe Exchange platform (version 1.0.1) or you can download it from the link below and manually install it:
Windows and Mac OS X
- Photoshop extension (ZXP archive)
Happy rendering,
Your OTOY NZ Team