OctaneRender™ Standalone 3.04.2

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OctaneRender™ Standalone 3.04.2

Postby abstrax » Fri Oct 28, 2016 9:04 am

abstrax Fri Oct 28, 2016 9:04 am
Hi all,

This is another maintenance release fixing more issues reported for the previous release.


Changes since version 3.04.1:

  • If a displacement triangle can't be created (due to missing UVs or invalid height), a normal triangle is created during geometry compilation.
  • The batch render script is now scrollable.
  • Extended the maximum number of render targets of the batch render job graph to 200.
  • Fixed render portals (see viewtopic.php?p=292716#p292716).
  • Fixed a geometry compile crash by filtering out meshes that have polygons but no vertices.
  • Lua: Added attributes A_ASSET_PACKAGES and A_ASSET_FILENAMES to the script and render job graphs, which allow Lua script graphs to specify additional assets that need to be stored in a package.
  • Lua: Added functions appendAsset(), removeAsset(), getAsset() and removeAllAssets() to Lua module octane.scriptgraph which make the usage of the asset file name attributes more convenient.
  • Modules: The onNewImageCallback should now be called even if the module didn't explicitly set the render target node in the render engine.


License tracking change since version 3.02

To implement the floating licensing system we need to keep track of all Octane processes that use a specific license on the computer. This way we only release/deactivate a license when no Octane process is using that license anymore. Originally we used a third-party library for that. Unfortunately there were various issues with that and caused crashes during startup in various circumstances. To fix the problem we changed it to an internal (file based) system in version 3.02. Unfortunately this separates the license usage tracking of version 3.02 and higher from the usage tracking of 3.00, 3.01 and 3.01.1.

-> Please make sure that you only run either version 3.00, 3.01 and 3.01.1 at the same time or only version 3.02 or higher.


Pascal GPU support

This build is done using the CUDA 7.5 and 8.0 toolkits on Windows. On Linux and Mac OSX we are still using CUDA 7.5 + 8.0RC but will switch with the next release. NVIDIA is still looking into various CUDA issues and we haven't done any further Pascal specific optimizations yet, but from what we can tell, the Pascal GPUs seem to run fine so far, and there has been no difference between CUDA 8.0RC and 8.0.


OctaneRender Standalone downloads

Windows
- 64-bit commercial version (installer)
- 64-bit commercial version (ZIP archive)
- 64-bit demo version (installer)
- 64-bit demo version (ZIP archive)

Mac OS X
- 64-bit commercial version (DMG image)
- 64-bit demo version (DMG image)

Linux
- 64-bit commercial version (ZIP archive)
- 64-bit demo version (ZIP archive)


Photoshop workflow plugin download

You can download and install the plugin either via the Adobe Exchange platform or you can download it from the link below and manually install it.

Windows and Mac OS X
- Photoshop extension (v1.0.3) (ZXP archive)


Happy rendering,
Your OTOY NZ Team
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Re: OctaneRender™ Standalone 3.04.2 [current 3.xx]

Postby Refracty » Fri Oct 28, 2016 9:55 am

Refracty Fri Oct 28, 2016 9:55 am
Thank you for the update.

One question. Will the triangle limitation of 40 million be increased in the near future ?
I am getting stuck with some scenes that exceed 40 m.

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Re: OctaneRender™ Standalone 3.04.2 [current 3.xx]

Postby bepeg4d » Fri Oct 28, 2016 10:00 am

bepeg4d Fri Oct 28, 2016 10:00 am
Hi Refracty,
how much VRAM do you have in your GPUs?
40m polys are equal to 8.5GB VRAM only for geometry.
ciao beppe
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Re: OctaneRender™ Standalone 3.04.2 [current 3.xx]

Postby doca » Fri Oct 28, 2016 10:13 am

doca Fri Oct 28, 2016 10:13 am
bepeg4d wrote:Hi Refracty,
how much VRAM do you have in your GPUs?
40m polys are equal to 8.5GB VRAM only for geometry.
ciao beppe

Does that mean that 1 milion of polygons takes something about 200mb? Isn't that too much? If I remember well, someone from the Redshift told that 1milion of polygons takes 60mb of VRAM. I never realy checked VRAM consumption with polygons, but lived with that idea of 60mb/1milion.
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Re: OctaneRender™ Standalone 3.04.2 [current 3.xx]

Postby Refracty » Fri Oct 28, 2016 5:52 pm

Refracty Fri Oct 28, 2016 5:52 pm
Hi Beppe,
the cards have 12 Gigs because of Win 10 there is less available.
The scene is about 9 gigs of geo.
Ciao
Nando

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Re: OctaneRender™ Standalone 3.04.2 [current 3.xx]

Postby calus » Fri Oct 28, 2016 9:24 pm

calus Fri Oct 28, 2016 9:24 pm
Refracty wrote:One question. Will the triangle limitation of 40 million be increased in the near future ?

The maximum number of triangles have been increased to 76 million ( ~8.5GB of VRAM) since octane 3.00 alpha 10.

and
abstrax wrote:Higher numbers will result in a range overflow. We have a few ideas how we can solve this problem, but this will require some more work, which we plan for the time after 3.00
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Re: OctaneRender™ Standalone 3.04.2 [current 3.xx]

Postby Elvissuperstar007 » Sat Oct 29, 2016 7:22 am

Elvissuperstar007 Sat Oct 29, 2016 7:22 am
Freeze
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Smooth option issue in Mix material in 3.04.2

Postby andw » Sun Oct 30, 2016 12:04 pm

andw Sun Oct 30, 2016 12:04 pm
Unchecking the 'smooth' checkbox in material allows to fix issues of used mesh, but if I use this material as one of inputs in 'Mix material' node - the 'smoothing disabled' information seems to be lost in mix material output.
SmoothIssue.png

In the 3.03.3 version same mix material works fine, turning smoothing off gives the desired effect (as in upper image)
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Re: OctaneRender™ Standalone 3.04.2 [current 3.xx]

Postby haze » Mon Oct 31, 2016 12:50 am

haze Mon Oct 31, 2016 12:50 am
Elvissuperstar007 wrote:Freeze


Thanks for the video, it looks like you had a render region set while rendering (square brackets next to sample count, bottom left of viewport)
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