OctaneRender™ Standalone 3.06 TEST 4

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mirobimbo
Licensed Customer
Posts: 108
Joined: Tue Dec 21, 2010 10:43 pm
Location: Slovakia

And what about promised denoiser, please?
We need working denoiser.
No, Altus $33.00 / month denoiser,
but Octane internal denoiser.

Something like this in Blender Cycles
https://blenderartists.org/forum/attach ... 00&thumb=1
https://blenderartists.org/forum/attach ... 1490972048

thanks
Sorry my English.
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Rafael-Vallaperde
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Posts: 200
Joined: Mon Nov 25, 2013 1:07 am

Hello guys, just wanted to show my rounded edges experiment here. it looks better, but still no usable. there is tearing all over.

Modo render:
rounded edges modo.jpg
Octane render:
rounded edges issue.jpg
Cheers! :)
coilbook
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Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Goldorak wrote:
coilbook wrote:
Goldorak wrote:Since it is done in the geometry at render time it actually could be implemented in the host app above the render engine. We are experimenting with this kind of thing for computed displacement in script/module nodes and will test in 3.07 and finalize by 3.08 if all works.
thanks. Also procedural adaptive displacement would be nice. Then it really will be sharp and efficient
With 3.06+ script modules are now production ready, mostly by moving out of luajit, but keeping backwards compatibility with LuaJit FFI, and we are starting to build new nodes that will ship in Octane (along the lines of the built in render jobs). We have already started blocking out new features with displacement and procedurals in mind, and it is working great. With the native module C API coming to nodes, we will be able to speed up performance so that script nodes can perform as well as built in features in Octane for things like sub and adaptive displacement and geometry.

One of the features on the 3.1 roadmap is LLVM based nodes, which can safely embed any user C/C++ node modules compiled to bitcode in ORBX script nodes.

With 3.10 you will also have OSL for even faster eveluation of procedurals on the GPU.
sounds great! I am so hoping you guys or some company that can work with you will open up a store where you would sell procedural textures that work in octane using OSL (wood, stone, asphalt, snow, paint flakes etc). I would buy them for sure.
mikinik
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mirobimbo, agree! Also waited for him in 3.0-3.1. But apparently in the near future is not expected. :cry:
r9 3900x/64Gb/2070s/2070/win10x64/3dsmax2021
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3dworks
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coilbook wrote:is it possible in the future to have octane slaves update themselves so we wont have to manually install new version to each PC

(....)
great idea, i second this!

cheers

markus
Specs: Apple MacBook Pro M1 max 64GB 2TB, MacOS 12.5 / MacPro 5,1 with NVIDIA GeForce GTX 1080 8G, MacOS 10.13.6 / Mac Pro 5,1 with AMD RX5700 8G, MacOS 12.3.1 / HP Z600 with NVIDIA 3060 RTX 12G, Windows 10 pro + Netstor GPU box, 4 x NVIDIA GTX 980ti 6G.
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3dworks
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i did see reported this already somewhere else, just not sure if that has been fixed: when using the PMC kernel, on my networked windows machine with 5 x geforce 980ti GPU's connected, i can see that the GPU activity never goes beyond 75% on the single GPU. in fact, the fans don't even make any noise when rendering that way. totally expected behaviour when rendering with path tracing: 100% GPU usage and quite some fan noise! has this been fixed with the latest stable update? using octane with the latest lightwave plugin, here...

cheers

markus
Specs: Apple MacBook Pro M1 max 64GB 2TB, MacOS 12.5 / MacPro 5,1 with NVIDIA GeForce GTX 1080 8G, MacOS 10.13.6 / Mac Pro 5,1 with AMD RX5700 8G, MacOS 12.3.1 / HP Z600 with NVIDIA 3060 RTX 12G, Windows 10 pro + Netstor GPU box, 4 x NVIDIA GTX 980ti 6G.
HHbomb
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waaww, never this forum was so quiet....
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
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bepeg4d
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Hi HHbomb,
probably because most of users have already switched to the stable v3.06 release:
viewtopic.php?f=24&t=60772
ciao beppe
HHbomb
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ahhh ok, I didn't know it was already out on april 13... as last 3dsmax version is april 6th...
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
coilbook
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I left link on 3ds max bug report Step length did not fix the problem viewtopic.php?f=81&t=61000

there is a big problem when using one vdb volume inside the other, You can actually see boundary box of vdb volume that is inside the other one. Both VDB volumes were simulated separately. This problem did not exist in earlier versions and we could combine multiple VDB boxes and overlap them. Now you can clearly see vdb box outline
hopefully you can fix it Train's smoke VDB is mostly empty not sure why box shows up when overlapped

please see video where you can see square edge on the smoke flickering from 2 volumes One volume is train smoke the other is dust inside the elevator

We are planning to do some animation with lots of fire and smoke. So we will have to copy VDBs and overlap them. Doing all smoke under one VDB is just impossible. I hope this can be fixed Thank you !

___________
UPDATE: I would like to add that train VDB smoke box and train are moving up on the elevator platform. Can this be the reason of appearing boundary box
_____________
Attachments
boundary 3.jpg
boundary 2.jpg
boundary 1.jpg
vdb vsb.mp4
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