This is another minor update to fix more issues and adds a few minor improvements:
Changes since version 3.04.4:
- Various improvements in the batch render job graph:
- The end frame settings of the render job dialog are now stored correctly.
- If "render all enabled passes" is disabled, always the beauty pass is saved.
- Added sub-frame support.
- Added DWA compression support.
- Added ability to change the UI colour of the standard node graph and the scripted node graphs. The same UI is used for the annotation node, too.
- Added ability to edit the group attribute of linker nodes by right clicking them in the node inspector. The group attribute is used to create input groups in the node inspector.
- Added new mode "hide from camera" to render layer settings. If enabled, the inactive layer will be hidden from the camera. The side effects passes will be empty since we skip the inactive surfaces and thus can't record the side effects.
- Using the motion vector pass on a panoramic camera will give you the motion vectors in world space (was (0,0,0) before).
- Trying to improve Alembic load performance by implementing a better cache. Now, the actual Alembic implementation is the bottleneck and there isn't much we can do to improve load performance any further (except implementing our own format, of course).
- Fixed bad performance when you save an open package with no Alembic assets, but lots of other file assets (e.g. OBJ files or images).
- Fixed incorrect transmission of specular materials with "fake shadows" enabled (see viewtopic.php?p=295065#p295065).
- Fixed crash during geometry compilation caused by invalid mesh data by validating meshes before compilation.
- Fixed incorrect PMC rendering due to number overflows in the environment texture (see viewtopic.php?f=23&t=57267).
- Fixed sun light through portals (see viewtopic.php?p=295480#p295480).
- Fixed to dark ambient light pass when portals are enabled.
- Fixed incorrect shadowing in scattering media when they overlap with a volume.
- Reverted the change in the way how info filter passes work: If you enable an alpha channel, only those pixels that have a material with the channel corresponding to the filter pass will be opaque. The rest will be transparent (see viewtopic.php?p=296127#p296127).
- Lua: Added
octane.render.saveRenderPass()
which saves a single render pass if it's enabled.
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.
OctaneRender Standalone downloads
Windows
- commercial version (installer)
- commercial version (ZIP archive)
- demo version (installer)
- demo version (ZIP archive)
Mac OS X
- commercial version (DMG image)
- demo version (DMG image)
Linux
- commercial version (ZIP archive)
- 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