OctaneRender™ Standalone 3.00 beta 1

Forums: OctaneRender™ Standalone 3.00 beta 1
A forum where development builds are posted for testing by the community.
Forum rules
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.

OctaneRender™ Standalone 3.00 beta 1

Postby abstrax » Fri May 06, 2016 6:14 am

abstrax Fri May 06, 2016 6:14 am
Hi all,

This is the 1st beta release of v3. With the addition of the save and resume feature we are now more or less feature complete and will focus on fixing bugs and polishing things where needed.

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

Unfortunately we are still experiencing issues with updating the manual for v3 on the server. I will update the release post when it is finished. 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 10

  • Added two new menu items to the Standalone file menu: "Load render state" and "Save render state". A render state file stores a all samples that have been calculated so far and a reference to the project that is currently being rendered. Saving of render films with deep pixel information is not supported yet and will be added as soon as possible. I will add a detailed description in the new features thread as soon as possible.
  • Added export preference (in File -> Preferences -> Export) to save an OCS string of the current render target node tree as meta data in saved images.
  • Added linker nodes for the animation settings pin type.
  • The baking ID selection in the baking camera node has now the same range as in the object layer node.
  • Fixed various issues with tracking the number of current authentications of the same license.
  • Fixed bug where secondary intersections in alpha shadow rays used bogus motion blur vectors.
  • Fixed some volumes being ignored for shadow rays when alpha shadows are disabled.
  • Fixed motion blur for secondary volumes when calculating black shadows.
  • Fixed wrong absorption channel being used for occlusion rays.
  • Fixed loading of VDBs created by FumeFX.
  • Fixed crash when trying to load a VDB using velocity components that reference to the same grid.
  • Fixed crash wile loading animated sphere primitives from Alembic files (see viewtopic.php?p=271704#p271704).
  • Fixed baking camera when no UV geometry is available (see viewtopic.php?p=271915#p271915).
  • Fixed black triangles if a mesh contains very small UV coordinates.
  • Fixed render artifacts on some meshes with nearly constant UV coordinates (see viewtopic.php?p=272374#p272374).
  • Fixed render artifacts at the rims when normal or bump maps are used (see viewtopic.php?p=264212#p264212).
  • Made the texture evaluation more robust, allowing deeper texture node trees.
  • Fixed incorrect initialization of render threads (see viewtopic.php?p=272350#p272350).
  • Fixed incorrect loading of toolbars that were saved in Standalone layouts.
  • Fixed time slider if the first frame doesn't start at zero.
  • Making sure the time slider and the batch render script display the same range.
  • Fixed sub-frame rendering in the batch render script.
  • Fixed the batch render script to properly save and load the sub-frame counts.
  • Added property staticPinCount to the property table octane.node.PROPS_NODE_ITEM.


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
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
User avatar
abstrax
OctaneRender Team
OctaneRender Team
 
Posts: 5483
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Re: OctaneRender™ Standalone 3.00 beta 1 [latest 3.xx]

Postby glimpse » Fri May 06, 2016 6:34 am

glimpse Fri May 06, 2016 6:34 am
yeah! Thanks Guys! =)
User avatar
glimpse
Licensed Customer
Licensed Customer
 
Posts: 3715
Joined: Wed Jan 26, 2011 2:17 pm

Re: OctaneRender™ Standalone 3.00 beta 1 [latest 3.xx]

Postby smicha » Fri May 06, 2016 6:48 am

smicha Fri May 06, 2016 6:48 am
Great days ahead :) Thank you so much guys for your exceptional work!

PS. Hope to see some random transform nodes soon ;)
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
User avatar
smicha
Licensed Customer
Licensed Customer
 
Posts: 3151
Joined: Wed Sep 21, 2011 4:13 pm
Location: Warsaw, Poland

Re: OctaneRender™ Standalone 3.00 beta 1 [latest 3.xx]

Postby Rikk The Gaijin » Fri May 06, 2016 7:21 am

Rikk The Gaijin Fri May 06, 2016 7:21 am
Thank you.
Rikk The Gaijin
Licensed Customer
Licensed Customer
 
Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

Re: OctaneRender™ Standalone 3.00 beta 1 [latest 3.xx]

Postby J.C » Fri May 06, 2016 7:27 am

J.C Fri May 06, 2016 7:27 am
Thank you for the beta release! :)
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
J.C
Licensed Customer
Licensed Customer
 
Posts: 1712
Joined: Thu May 13, 2010 6:35 pm
Location: Wrocław

Re: OctaneRender™ Standalone 3.00 beta 1 [latest 3.xx]

Postby enricocerica » Fri May 06, 2016 7:29 am

enricocerica Fri May 06, 2016 7:29 am
Great !
The "Save render state" is really nice, being able to save it automatically at a predefined interval, all the hours for instance would be even better ;)
Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
User avatar
enricocerica
Licensed Customer
Licensed Customer
 
Posts: 1012
Joined: Wed Nov 25, 2009 7:32 pm

Re: OctaneRender™ Standalone 3.00 beta 1 [latest 3.xx]

Postby abstrax » Fri May 06, 2016 9:00 am

abstrax Fri May 06, 2016 9:00 am
enricocerica wrote:Great !
The "Save render state" is really nice, being able to save it automatically at a predefined interval, all the hours for instance would be even better ;)

It's on our to-do list.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
User avatar
abstrax
OctaneRender Team
OctaneRender Team
 
Posts: 5483
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Re: OctaneRender™ Standalone 3.00 beta 1 [latest 3.xx]

Postby Jolbertoquini » Fri May 06, 2016 2:44 pm

Jolbertoquini Fri May 06, 2016 2:44 pm
Great Thank you all Otoy Team.

Quick question what about it the denoiser? any news?
Octane Render for Maya.
https://vimeo.com/jocg/videos
https://www.linkedin.com/in/jocgtd
http://www.hmxmedia.com/
--------------------
Join MAYA OCTANE USERS Skype discussion here :
https://join.skype.com/LXEQaqqfN15w
User avatar
Jolbertoquini
Licensed Customer
Licensed Customer
 
Posts: 1067
Joined: Sun Aug 31, 2014 7:08 am
Location: London

Re: OctaneRender™ Standalone 3.00 beta 1 [latest 3.xx]

Postby mikinik » Fri May 06, 2016 3:33 pm

mikinik Fri May 06, 2016 3:33 pm
abstrax, thanks!
r9 3900x/64Gb/2070s/2070/win10x64/3dsmax2021
mikinik
Licensed Customer
Licensed Customer
 
Posts: 221
Joined: Sun Oct 07, 2012 1:05 am

Re: OctaneRender™ Standalone 3.00 beta 1 [latest 3.xx]

Postby Andrew88 » Fri May 06, 2016 4:33 pm

Andrew88 Fri May 06, 2016 4:33 pm
thank you so much for the new release :)
and thank you for fixing the sphere primitive bug :)

i hate to say this but, there´s a new bug with the sphere primitives. it seems like the size of sphere primitives are somewhat fixed, even if i have different sizes of particle shapes inside maya.
I haven´t been able to find any size settings inside the import section.
have an nice weekend.
Andrew88
Licensed Customer
Licensed Customer
 
Posts: 43
Joined: Mon May 31, 2010 9:43 am
Next

Return to Development Build Releases


Who is online

Users browsing this forum: No registered users and 1 guest

Thu Mar 28, 2024 2:50 pm [ UTC ]