OctaneRender™ Standalone 3.08 TEST 6
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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.
- BorisGoreta
- Posts: 1413
- Joined: Fri Dec 07, 2012 6:45 pm
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Network rendering still isn't fail proof. When one of the nodes dies, everything stops. Why can't we have a timer, if a node does not respond in half an hour kick it out and continue rendering with other nodes.
19 x NVIDIA GTX http://www.borisgoreta.com
- renderingz
- Posts: 153
- Joined: Fri Nov 06, 2015 12:09 pm
This release still due for today?Goldorak wrote:By EOM, we are fixing some things reported by users before we move to 3.09.
Win `10/ Cinema 4D R17 / 2 x 780 GTX 6GB + 2 x 980ti
- Jolbertoquini
- Posts: 1067
- Joined: Sun Aug 31, 2014 7:08 am
- Location: London
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Jolbertoquini wrote:Hi Guys,Jolbertoquini wrote:Good Morning Guys,
I have a quick question about Displacement, while I was testing in Maya (geometry deform), with Arnold/Redshift/Iray(missing preview image) I realise Octane doesn't support negative values?
I attach a scene with preview renders and the scene with the exr. Maybe is a limitation with the fast memory saved displacement or I'm setting something wrong (by the way... mid level doesn't resolve the issue, just shift the mesh result but doesn't fix or show negative values)
Cheers,
JO
Is that any chance to have some information about this please, if is something we can't have support or if something planned on the future, but not for the 3.08 release? Sorry to ask a lot question but is just to know if you have read my message on this. viewtopic.php?f=33&t=64362&start=70
Cheers,
JO
Hi Guys,
A quick info about the displacement I find a solution for this, but I need use "Nuke" each time to have displacement texture working on the octane, basically I'm using the Pixel Analyzer from Nuke which give me the min/max and median value of any image and then via expression I get this values and I'm place them on a ranges of "0 - 1" without clamping, after this I set the median value from "nuke" on the "Mid level" at the standalone. is working perfectly any displacement texture from any soft (included Zbrush) and get same results on the displacements.



My point is possible to automatically get all min/max and median value and set at the standalone this would make sure any displacement texture are working.
Cause of the limitation of "negatives values" and "high then 1 value" has been clamped on the Standalone at moment. Sounds like easy task to be fixed and would save time for us to not need run "Nule" each time, to have a correct texture working with Standalone.

Hope this help on the displacement fixes.
Cheers
JO
Octane Render for Maya.
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Agreed, there is no point in buying more render slaves when network render is not fail proof and recognize dead/rebooted nodes so more slaves i have i have better chance that one will reboot/stall and to NOT render anything till morning 'coz/weekend if any of them stop at any point nothing will be rendered form that point forwardBorisGoreta wrote:Network rendering still isn't fail proof. When one of the nodes dies, everything stops. Why can't we have a timer, if a node does not respond in half an hour kick it out and continue rendering with other nodes.

That really has to be sorted OTOY, please.
Thanks
--
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http://www.ram-studio.hr
Skype - lewis3d
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Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090
- leehenshall
- Posts: 184
- Joined: Sun Oct 25, 2015 5:44 pm
- Location: England
- Contact:
Really enjoying the new features in 3.08. Any news on when a stable build might be ready?
- renderingz
- Posts: 153
- Joined: Fri Nov 06, 2015 12:09 pm
Would be good to know this and an ETA on 3.09 - Goldorak said end of last month for stable 3.08. It's been nearly two years since 3.0.
Win `10/ Cinema 4D R17 / 2 x 780 GTX 6GB + 2 x 980ti
Don't know if anyone else reported.
I am changing a bump map and it changes the bump map fine as far as the rendered image goes, but in the side panel it lists the path and image name as the prior one.
If I then delete out the RGB Texture for Bump map and change to another value for selection (say RGB color, or Grayscale Color), and then I go back and select a 'new' RGB texture, then it does have the correct path and image name shown.
But then again if I change it, it still lists that prior image path and name.
Just like it is not updating image path and name when you load a new image as a texture.
Regards!
I am changing a bump map and it changes the bump map fine as far as the rendered image goes, but in the side panel it lists the path and image name as the prior one.
If I then delete out the RGB Texture for Bump map and change to another value for selection (say RGB color, or Grayscale Color), and then I go back and select a 'new' RGB texture, then it does have the correct path and image name shown.
But then again if I change it, it still lists that prior image path and name.
Just like it is not updating image path and name when you load a new image as a texture.
Regards!
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
- renderingz
- Posts: 153
- Joined: Fri Nov 06, 2015 12:09 pm
This is the roadmap that was recently discussed by Jules on a brograph podcast - no idea why we don't have this kind of information post on the forums but whatever;
Octane Roadmap:
3.08: Major update is OSL (Open Shading Language) shaders, final test build should be ready by next week (Week 7)
3.09: Mostly about AI denoiser, can reduce 20,000 samples to just 200 samples in a best-case scenario; beta in users' hands by February. The denoiser has access to Octane buffers even before going out to the render passes; can check for material roughness, subpixel arrangement, etc., to incorporate all the relevant data into the denoising algorithm
3.10: Minor release, mainly bug fixes
V4 = Octane merged with Brigade (game engine API) scene graph, "load times just go away", preview/announcement at GTC. "I don't want Octane to be anything but unbiased -- -- but if we were to look at biased rendering at all, it's all about real-time, 120 FPS in VR. With V4, you do have the ability to do RT dynamic stuff."
Win `10/ Cinema 4D R17 / 2 x 780 GTX 6GB + 2 x 980ti
The fact its been 2 months without any update is kinda heart breaking.
Not for the Devs of course, i feel like they're doing as much as they can. But higher up should really have a stable and consistent release schedule.
We keep getting promises, and having those promises get delayed.
The AI denoiser is a big thing most are waiting for.
We wanna get to V4 asap, so lets try harder to get things out and update your base @Otoy, even if its a weekly update on progress. Keep us informed
Not for the Devs of course, i feel like they're doing as much as they can. But higher up should really have a stable and consistent release schedule.
We keep getting promises, and having those promises get delayed.
The AI denoiser is a big thing most are waiting for.
We wanna get to V4 asap, so lets try harder to get things out and update your base @Otoy, even if its a weekly update on progress. Keep us informed