OctaneRender™ Standalone 3.07 TEST 4

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abstrax
OctaneRender Team
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Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Hi all,

This is the second public test build of version 3.07. It's mostly about fixing bugs and improving things. We are still working through testing and bug fixing of FBX, which is why we haven't included it in this release yet. The same applies to bone deformations and glTF support.

For an overview of the main changes of 3.07, please check out the new features post.


Changes since version 3.07 TEST 3:
  • Improved ray-tracing speed for hair primitives.
  • Added import preferences to image texture nodes where you can specify how HDR images should be exported. The default is 16-bit, which is usually the best choice since that's the channel size that is being used during rendering, too. This will save about 66% of system memory used for HDR textures compared to previous versions. The option auto will use the channel size of the file.
  • Added default texture import preferences to the application settings dialog under the tab import.
  • Overhauled and simplified the net render daemon discovery and tried to make it and its configuration more robust.
  • Fixed rendering of the shadow catcher material using the direct-lighting and path tracing kernels.
  • Fixed a few cases where texture mapping produces unexpected results: Box mapping used the wrong transformation to local space and triplanar mapping didn't work for emitter distribution textures.
  • Fixed bug that caused the baking texture node to render the texture twice.
  • Fixed incorrect resolution pin settings of the baking texture node.
  • Fixed crash when node connections of the input nodes of a baking texture node are changed.

Downloads for users with a regular license

regular version for Windows (ZIP archive)
regular version for Windows (installer)
regular version for Mac OS X (DMG archive)
regular version for Linux (ZIP archive)


Downloads for users with a subscription license

subscription version for Windows (ZIP archive)
subscription version for Windows (installer)
subscription version for Mac OS X (DMG archive)
subscription version for Linux (ZIP archive)


Photoshop workflow plugin download

You can download and install the current Photoshop workflow plugin (1.0.5) 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 (v1.0.5) (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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FrankPooleFloating
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Arguably one of the lightest.. er.. most boring releases to date.... However, this can only mean we are close to the good stuff... the really, truly, good stuff.... OSL, etc....

Okay. Everything checks out. This pup is rock solid. Stable. No really. It is. I spent a couple good minutes with it... You are cleared for takeoff. Go ahead and release 3.08!!!
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Zay
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Gizmo handles are still out of sight.
Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser
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Refracty
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Hi Marcus,
wow, thanks for making this release rock solid.
Please can you tell if the Headless rendering feature will be part of the upcoming 3.08 release?
Another question I have about the max number of polygons. Will the bottleneck be increased a bit in the near future?
Thank you
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BorisGoreta
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Is motion blur of displaced geometry with Octane displacement on it working or still not ?

If not is this being worked on, is it even possible ?
andw
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Joined: Wed Aug 22, 2012 5:42 am

This will save about 66% of system memory used for HDR textures compared to previous versions.
That's great! :)

Just tested it, loading (not rendering) real scene with large HDRI in Environment nodes (two 16Kx8K + two 15Kx7.5K size, all are 96-bit).

Code: Select all

3.06.2         10.2 Gb  Working set
3.07 TEST 4     6.4 Gb  Working set
But now I have a question: is there are any losses in terms of quality?
The images parameters are displayed as '16384x8192 pixels, 96-bit RGB HDR, 1048576 KB'
But in the 'Import settings' dialog I see
HDR texture bit depth: 16-bit float (the default combo box selection)
Source file format: 96-bit RGB HDR
Loaded as: 64-bit RGBA HDR

Could you clarify, what these values means?
Should I change that setting to 'Automatic' to load image without any losses or the differences will be negligible?
AMD R7-2700/64Gb/RTX2080Ti 11Gb + RTX2080 8Gb/Win10 Pro x64/nV driver 451.67/Poser10, DS4.12, Blender2.79, Octane 4.05 Standalone
> Using RAM Disk with Octane <
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abstrax
OctaneRender Team
Posts: 5508
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

FrankPooleFloating wrote:Arguably one of the lightest.. er.. most boring releases to date.... However, this can only mean we are close to the good stuff... the really, truly, good stuff.... OSL, etc....

Okay. Everything checks out. This pup is rock solid. Stable. No really. It is. I spent a couple good minutes with it... You are cleared for takeoff. Go ahead and release 3.08!!!
Development of 3.07 isn't finished yet and OSL textures aren't not ready for release yet. We already made an OSL test build for the plugin devs, but there is still some more work to be done, before we can release it a first public test build. Believe me, we would like to get it out as quickly as possible, too.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
OctaneRender Team
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Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Zay wrote:Gizmo handles are still out of sight.
Octane Standalone is showing you the transformation of the placement or scatter nodes, because that's what gets modified with the handles. This means you have to export your geometry with the origin placed where you need it and not somewhere else. I assume that's the problem you have. If you think that is not the issue, please send me an example scene so we can investigate.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
OctaneRender Team
Posts: 5508
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Refracty wrote:Hi Marcus,
wow, thanks for making this release rock solid.
Please can you tell if the Headless rendering feature will be part of the upcoming 3.08 release?
Unfortunately, this work has been deferred until later, to allow us getting OSL out of the gate as soon as possible.
Another question I have about the max number of polygons. Will the bottleneck be increased a bit in the near future?
Thank you
We started working on the geometry side of things, but it's too early to anything specific yet.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
OctaneRender Team
Posts: 5508
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

BorisGoreta wrote:Is motion blur of displaced geometry with Octane displacement on it working or still not ?

If not is this being worked on, is it even possible ?
I think motion blur with displacement should be possible, but we haven't had time to work on it yet so I can't say what the outcome will be, but overhauling displacement is pretty high on our priority list.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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