Version 3.07-R2 (previous stable) update on 01.11.2017

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bepeg4d
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Hi all,
just a recap of the major features that have been developed in the last seven months.

3.06:
  • Adaptive Sampling
    Infinite Plane
    New Texture nodes (Triplanar, Add, Subtract, ecc.)
    Normal Mix
    Displacement filter
    Shadow Pass
    CUDA 8 support
    New Net Render
3.07:
  • New Emission system (Transparent, Double side, ecc.)
    Instance ID
    Baking texture
    UVW transform texture
    Baking UV transform
    Support for FBX and glTF
    Bone system
3.08:
  • OSL texture/projection/camera nodes
    Toon shading
    Specular reflection and refraction models
    Metal material node
    Custom LUT support in tone-mapping
    Additional response curves
    Improved clay rendering
    Fixed Displacement geometry crack
Happy GPU Rendering
ciao beppe
mesut
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bepeg4d wrote:...

3.07:
New Emission system (Transparent, Double side, ecc.)
...

3.08:
...
Specular reflection and refraction models
Metal material node
...
may i have a question please?
keeping in mind a discussion earlier on, in which the breaking of continuity in lighting-looks (compared to pre-3.07) due to the "New Emission system (Transparent, Double side, ecc.)" in 3.07 had been worked out:
do the changes that are being introduced in 3.08 ( haven't tried it, because i wanted to wait until a correspondig plug-version is available) mean, that with 3.08 generally all metrials (with the exception of non-specualar/reflective/refractive materials... so... plain diffuse ones.... ) made with versions pre-3.08 will look different when rendered with 3.08?

thx.
win7prof. | i7 4930, 32gb | 2*980ti 6g for renderings | 1*660 for displays
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bepeg4d
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Hi mesut,
no, the Emission refactoring was a special case, as already explained by abstrax in this post:
viewtopic.php?f=24&t=62395&start=40#p326721
The new options added im 3.08 are not removing the classic Octane specular reflection and refraction model, but adding new features, just like the new Metal material shader, that does not replace the Glossy shader, but offers new options like new Index, and direct PBR support.
If you would like to try, just export your scene to Standalone, and test with latest build, before waiting for the updated plugin.
Happy GPU Rendering,
ciao beppe
mesut
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bepeg4d wrote:Hi mesut,
no, the Emission refactoring was a special case, as already explained by abstrax in this post:
viewtopic.php?f=24&t=62395&start=40#p326721
The new options added im 3.08 are not removing the classic Octane specular reflection and refraction model, but adding new features, just like the new Metal material shader, that does not replace the Glossy shader, but offers new options like new Index, and direct PBR support.
If you would like to try, just export your scene to Standalone, and test with latest build, before waiting for the updated plugin.
Happy GPU Rendering,
ciao beppe
ah, so the new features are additional and do not replace old settings.
that's great to hear.
thx a lot.
win7prof. | i7 4930, 32gb | 2*980ti 6g for renderings | 1*660 for displays
VVG
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bepeg4d wrote:Hi all,
just a recap of the major features that have been developed in the last seven months.

Happy GPU Rendering
ciao beppe
today 28.11.17

most of the time we have to be beta testers to finally use some new features.

in stable versions there are GUI problems. People just get tired of sending out a bug report or something to write. They have already accumulated dissatisfaction.

look at the interfaces of other renderers and their support (redshift), there are many tutorials (http://insydium.uk/video-manual/)

expample
is this userfriendly in octane? (look attach)

and Yes!
Happy GPU Rendering :D
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octane gui.png
Win 10x64, AMD 1950x 16C/32T, RAM 32Gb, RTX 3060x3
Octane-for-C4D(R23.110)2021.x.x, Cycles4D, Centileo. Nvidia 472.47 STUDIO
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thanulee
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"Fixed Displacement geometry crack" in 3.08

Does that mean i can have something other than plane (eg a cube) with displacement without edges explode? Or is there a way atm which i dont know of? thanks
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aoktar
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VVG wrote: today 28.11.17

most of the time we have to be beta testers to finally use some new features.

in stable versions there are GUI problems. People just get tired of sending out a bug report or something to write. They have already accumulated dissatisfaction.

look at the interfaces of other renderers and their support (redshift), there are many tutorials (http://insydium.uk/video-manual/)

expample
is this userfriendly in octane? (look attach)

and Yes!
Happy GPU Rendering :D
It's a design choice of me. It's a scaling parameter to resolution.
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
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thanulee
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:D
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NVN
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:D :D :D
thanulee wrote::D
albaglib
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for me I finish my last work with octane and after it is Redshift all the time ... bye bye octane ...
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