OctaneRender™ Standalone 3.08 TEST 4
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.
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.
always curious why people don't talk about new features rather than what's missing on every new releases. OSL is very big step.mirobimbo wrote:In Cycles I can see, which miracle is denoiser.
Denoiser is huge speed improvements, no tens % but hundreds %.
Therefore first thing i am looking for in new releases is denoiser ...
Second thing is suport for AMD threadripper and AMD Vega ...
Thanks
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
- FrankPooleFloating
- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
And I believe that they said OSL is the foundation for many of the features to come... Heck, maybe Octane's Denoiser will use OSL some?... Prolly not. I dunno...
Holy crap I almost needed to pinch myself when I saw the windows/fake rooms trick! omfg! Mind blown!
Great DBR! Thanks G, Marcus, Roeland, et al.. You guys rock!
Holy crap I almost needed to pinch myself when I saw the windows/fake rooms trick! omfg! Mind blown!
Great DBR! Thanks G, Marcus, Roeland, et al.. You guys rock!
Win10Pro || GA-X99-SOC-Champion || i7 5820k w/ H60 || 32GB DDR4 || 3x EVGA RTX 2070 Super Hybrid || EVGA Supernova G2 1300W || Tt Core X9 || LightWave Plug (v4 for old gigs) || Blender E-Cycles
OpenCL AMD was announced in march 2015.aoktar wrote:always curious why people don't talk about new features rather than what's missing on every new releases. OSL is very big step.mirobimbo wrote:In Cycles I can see, which miracle is denoiser.
Denoiser is huge speed improvements, no tens % but hundreds %.
Therefore first thing i am looking for in new releases is denoiser ...
Second thing is suport for AMD threadripper and AMD Vega ...
Thanks
https://home.otoy.com/otoy-unveils-octa ... -renderer/
Sorry my English.
That was before Apple deprecated OpenCL (which they decided to replace with Metal), which killed industry wide support for OpenCL (even Khronos is done with it - they’re folding it into Vulkan at some point). With no future for OpenCL, we therefore ported CUDA to AMD and got that and Octane AMD working in March 2016. To this day no one else, including AMD, has built a working cross compiler.mirobimbo wrote:OpenCL AMD was announced in march 2015.aoktar wrote:always curious why people don't talk about new features rather than what's missing on every new releases. OSL is very big step.mirobimbo wrote:In Cycles I can see, which miracle is denoiser.
Denoiser is huge speed improvements, no tens % but hundreds %.
Therefore first thing i am looking for in new releases is denoiser ...
Second thing is suport for AMD threadripper and AMD Vega ...
Thanks
https://home.otoy.com/otoy-unveils-octa ... -renderer/
Even then, we had to wait 13 months until July 2017 before AMD could deliver us a stable public windows driver we could ship on. When they did, Octane on AMD was featured at their siggraph event. Now it’s in testing as we work on perf. Just want to point out this work was done.
https://twitter.com/otoy/status/915961890022535168
Thanks for the report. We will look into it and try to fix it with the next release.Elvissuperstar007 wrote:Nvidia 635m 2GB intel i7QM 6gb SoDIMM DisplayDriver 385.41
Started logging on 03.11.17 19:23:41
OctaneRender 3.08 TEST 4 (3080005)
CUDA error 209 on device 0: no kernel image is available for execution on the device
-> failed to link file
device 0: failed to load OSL kernels:
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Could you send me the scene or a similar scene showing the problem? We will then investigate. We made some fundamental changes in the emitters to fix some longstanding issues which is probably the reason for the difference, but I would like to make sure that we didn't break anything.enricocerica wrote:I found a different behavior from 3.05 and 3.08 and the problem also occurs in 3.07, I placed a mesh emitter inside a specular container (bulb lamp) and it works as expected in 3.05 and another outside but they are both visible since 3.07 as reflection, though the opacity=0, double side unchecked.
Edit : Sorry, the problem occurs only if Transparent emission is activated but if not the illumination is poor compared to 3.05
3.07 and 3.08 3.05
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
- Jolbertoquini
- Posts: 1067
- Joined: Sun Aug 31, 2014 7:08 am
- Location: London
- Contact:
Awesome Stuff Guys!
thank you very much for the OSL , I have a quick question https://twitter.com/julesurbach/status/ ... 29?lang=en on This post from Jules it was working the vray flakes? and now when I try I have compilation failed? I have others OSL is working most so far, I'm curious about the flakes?
Cheers,
JO
thank you very much for the OSL , I have a quick question https://twitter.com/julesurbach/status/ ... 29?lang=en on This post from Jules it was working the vray flakes? and now when I try I have compilation failed? I have others OSL is working most so far, I'm curious about the flakes?
Cheers,
JO
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
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
- FrankPooleFloating
- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
I was just reading this the other day: http://www.cgchannel.com/2017/11/innobr ... altus-1-5/
innoBright has released Altus 1.9, overhauling the software’s GUI. The new full-screen design, shown above, is intended to provide more visual feedback on the denoising process. ... blah blah blah ... Under the hood, the software now runs on the GPU by default, and via OpenCL only. The old CUDA version is no longer publicly available, with innoBright describing OpenCL as “faster and more reliable”.
And I thought I remembered Goldorak saying something about OpenCL being a turd, and that it was being abandoned etc...
Wonder what is up with Altus and OpenCL...
innoBright has released Altus 1.9, overhauling the software’s GUI. The new full-screen design, shown above, is intended to provide more visual feedback on the denoising process. ... blah blah blah ... Under the hood, the software now runs on the GPU by default, and via OpenCL only. The old CUDA version is no longer publicly available, with innoBright describing OpenCL as “faster and more reliable”.
And I thought I remembered Goldorak saying something about OpenCL being a turd, and that it was being abandoned etc...

Win10Pro || GA-X99-SOC-Champion || i7 5820k w/ H60 || 32GB DDR4 || 3x EVGA RTX 2070 Super Hybrid || EVGA Supernova G2 1300W || Tt Core X9 || LightWave Plug (v4 for old gigs) || Blender E-Cycles
Hi,Jolbertoquini wrote:Awesome Stuff Guys!
thank you very much for the OSL , I have a quick question https://twitter.com/julesurbach/status/ ... 29?lang=en on This post from Jules it was working the vray flakes? and now when I try I have compilation failed? I have others OSL is working most so far, I'm curious about the flakes?
Cheers,
JO
We don't currently support multiple outputs for OSL texture, so if you remove the alpha output variable from the shader code, then it will compile.
Thanks,
Wallace
Code: Select all
shader
flakes
(
float flake_scale = 10.0 [[ string description = "Smaller values zoom into the flake map, larger values zoom out" ]],
float flake_size = 0.5 [[ string description = "Relative size of the flakes" ]],
float flake_size_variance = 0.0 [[ string description = "0.0 makes all flakes the same size, 1.0 assigns random size between 0 and the given flake size" ]],
float flake_normal_orientation = 0.0 [[ string description = "Blend between the flake normals (0.0) and the surface normal (1.0)" ]],
output color result = 1.0
)
{
float safe_flake_size_variance = clamp(flake_size_variance, 0.1, 1.0);
vector cellCenters[9] = {
vector( 0.5, 0.5, 0.0),
vector( 1.5, 0.5, 0.0),
vector( 1.5, 1.5, 0.0),
vector( 0.5, 1.5, 0.0),
vector(-0.5, 1.5, 0.0),
vector(-0.5, 0.5, 0.0),
vector(-0.5, -0.5, 0.0),
vector( 0.5, -0.5, 0.0),
vector( 1.5, -0.5, 0.0)
};
point position = vector(u, v, 0.0);
position = flake_scale * position;
point base = floor(position);
point nearestCell = point(0.0, 0.0, 1.0);
int nearestCellIndex = -1;
for(int cellIndex = 0; cellIndex < 9; ++cellIndex) {
point cellCenter = base + cellCenters[cellIndex];
vector centerOffset = cellnoise(cellCenter) * 2.0 - 1.0;
centerOffset[2] *= safe_flake_size_variance;
centerOffset = normalize(centerOffset);
cellCenter += 0.5 * centerOffset;
float cellDistance = distance(position, cellCenter);
if(cellDistance < flake_size && cellCenter[2] < nearestCell[2]) {
nearestCell = cellCenter;
nearestCellIndex = cellIndex;
}
}
result = color(0.5, 0.5, 1.0);
if (nearestCellIndex != -1) {
vector randomNormal = cellnoise(base + cellCenters[nearestCellIndex] + vector(0.0, 0.0, 1.5));
randomNormal = 2.0 * randomNormal - 1.0;
randomNormal = faceforward(randomNormal, I, randomNormal);
randomNormal = normalize(mix(randomNormal, vector(0.0, 0.0, 1.0), flake_normal_orientation));
result = color(0.5*randomNormal[0]+0.5, 0.5*randomNormal[1]+0.5, randomNormal[2]);
}
}