OctaneRender™ Standalone 3.08 TEST 5

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abstrax
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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 3.08 which adds support for a 1D/3D LUT to tone-mapping, a couple more camera response curves, light pass support for toon lights, improves clay rendering, displacement mapping (still work in progress) and fixes a whole suite of bugs.

For a detailed description of all new features of 3.08, please read the new features thread.


Changes since version 3.08 TEST 4:
  • Added support for a 1D / 3D custom look-up-table to the camera imager and a new "custom LUT" node that loads .cube files (see the new features thread for more details).
  • To control the order when the camera response curve, gamma and the custom LUT should be applied, the pin "Gamma before response" got replaced by a new enum pin "Order".
  • Added new camera response curves "sRGB", "Gamma 1.8" and "Gamma 2.2". Please note that "sRGB" is now the default setting. This will cause all 3.08 scenes with default imager settings fall back to "linear/off" in older builds. We appreciate that this may be annoying during the transition from 3.07 to 3.08, but we hope that the new default settings make more sense in the long run.
  • Changed the default setting for vignette to 0.
  • Added light pass ID to toon lights.
  • Improved rendering of displacement of instances with very large or very small scale factors.
  • Displacement of connected triangles are not torn apart anymore due to different vertex normals of shared vertices, e.g. displacing a cube doesn't create cracks anymore if the displacement map is continuous.
  • Changed the roughness of the new microfacet BRDF models to match the behaviour of other renders (based on the Disney implementation of those). This should make it easier to convert materials to/from those renderers. Roughness of the Octane BRDF did not change.
  • Implemented caustic blur for new microfacet BRDF models.
  • Changed the clay mode rendering to keep specular materials specular (see the new features thread for more details).
  • Improved the tangent vector calculation of meshes with none or degenerated UV geometry to have fewer visible discontinuities.
  • Overhauled the bone deformation system to get rid of the joint pin type and the bone deformation node. This will allow the import of skeletons that mix geometry and joint nodes in the same hierarchy. (mostly relevant for plugin developers)
  • Changed the slider maximum of "minimum samples" of the adaptive sampling settings to 100,000. Please note that the actual value range is that same as for "maximum samples".
  • Fixed the darkening fall off on Ward BRDF materials.
  • Fixed missing clamping of some material channels to sensible values. (Since with 3.08 we removed all clamping of values in texture nodes)
  • Fixed incorrect assignment of texture references on Fermi GPUs, breaking scenes with image textures in certain circumstances (e.g. the box benchmark scene).
  • Fixed support for GPUs with compute model 2.1 (see viewtopic.php?p=325578#p325578).
  • Fixed baking of triangles with moving vertices (see viewtopic.php?f=9&t=63888).
  • Fixed border mode "clamp" of image textures.
  • Fixed issue that "GI clamp" isn't applied to light passes.
  • Fixed incorrect evaluation of mix textures in the normal channel.
  • Fixed incorrect ambient shadow in the render layer shadow pass if no environment is used. The next step will be making the render layer shadow pass behave similar to the general shadow pass, but that's not finished yet.
  • Fixed crash when loading an EXR file with a data window outside of the image bounding box.
  • Fixed crash when a string node is displayed without a specific destination pin.
  • Fixed hang when going to the next frame in a render job graph doesn't trigger a render restart.
  • Fixed crash if a lot of texture/material preview rendering is going on while the scene is changed, too.
  • Fixed missing update when using the multi-connect dialog.
  • Fixed missing update when the "smooth" option of a metal material is changed.
  • Fixed status update of ORC uploads.
  • Fixed crash during the ORC upload if OCM package with an embedded image was used in the project.
  • Fixed parsing of scatter node matrices if a header is given, but misses the ID field.
  • OSL: Added widget type "number" to the texture meta data, to allow the specification of a float texture as input instead of a colour texture (see https://docs.otoy.com/osl/input%20types/ for more details).
  • OSL: Added support for small arrays (up to size 3) for int and float inputs in OSL shaders, so you can create int and float input pins with 1, 2 or 3 dimensions.
  • OSL: Added possibility to control if a point input creates a projection or a float input pin (see viewtopic.php?p=326248#p326248).
  • OSL: Improved signature check for output variable in OSL shader functions (see viewtopic.php?p=325716#p325716).
  • OSL: Dynamic pins now get their name from the OSL variable they represent instead of the label (which can be specified in the meta data). This way the UI label of those pins can be changed without breaking connection to this pin.
  • OSL: Fixed extra (superfluous) file name input in OSL texture nodes with string input.
  • OSL: Fixed evaluation mode of OSL textures used in normal channels.

Downloads for users with a regular license

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


Downloads for users with a subscription license

subscription version for Windows (installer)
subscription version for Windows (ZIP archive)
subscription version for Mac OS X (DMG image)
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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Josef
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Displacement of connected triangles are not torn apart anymore even if the triangles have different normals for the shared vertices, e.g. displacing a cube doesn't create cracks anymore.
:D :D :D
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Refracty
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Custom LUTS - wow thats a great feature Marcus
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Phantom107
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abstrax wrote:Displacement of connected triangles are not torn apart anymore even if the triangles have different normals for the shared vertices, e.g. displacing a cube doesn't create cracks anymore.
This makes Phantom Architecture obsolete for the most part but this is GREAT! Saves a lot of problems
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Jolbertoquini
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abstrax wrote: Improved rendering of displacement of instances with very large or very small scale factors.
Displacement of connected triangles are not torn apart anymore even if the triangles have different normals for the shared vertices, e.g. displacing a cube doesn't create cracks anymore.
Yes! thank you !this is great! the scale and continuity issues awesome Guys!
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divasoft
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"Fixed artifacts in the Ward BRDF."
It was a bad joke.
Attachments
Снимок.JPG
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divasoft
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"Displacement of connected triangles are not torn apart anymore even if the triangles have different normals for the shared vertices, e.g. displacing a cube doesn't create cracks anymore".
Seriously? W T F???
Attachments
Снимок.JPG
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Jolbertoquini
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hum... same here really hard to get details on displacement, I need add bump to get right. but stills the gaps.

I attach renders and scenes... Please anything wrong I tested on Redshift, Iray, Arnold same setup all good out of the box.
this is a free scene from Truong CG Artist.

Cheers
JO
Attachments
Irex_dino_03.orbx
Orbx scene
(41.06 MiB) Downloaded 298 times
without_bump
without_bump
With bump
With bump
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FrankPooleFloating
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Ugh.. I was so excited to have displacement working right.. don't think I will bother to download this version... :cry: I'm sure they'll get it right soon though...

Hey, I love the dino without claws attached!.. Kinda like a Ticklesaurus Rex! ;)
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Josef
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divasoft wrote:"Displacement of connected triangles are not torn apart anymore even if the triangles have different normals for the shared vertices, e.g. displacing a cube doesn't create cracks anymore".
Seriously? W T F???
:lol: April fools??

Image
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