OctaneRender™ Standalone 3.08.1

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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 stable build of 3.08 providing various bug fixes accumulated during the last weeks.

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

When we added support for Volta GPUs, we had to switch to CUDA toolkit 9.1, which requires an NVIDIA driver of version 387 or higher on Windows and Linux.

Due to issues with the current CUDA drivers for Mac we are using only CUDA toolkit 8.0 on OSX, which is why any CUDA driver for Mac should work that supports CUDA 8.0 or higher.



Changes since version 3.08:
  • Toon lights and materials are now contributing to the shadow pass.
  • Added support for 1D+3D LUT cube files written by Adobe Iridas.
  • Added support for fetching time information via the global OSL variables time and dtime and global OSL attributes camera:shutter* (see https://docs.otoy.com/osl/extras/).
  • The baking of the baking texture node can now be cancelled in the Octane GUI.
  • Tweaked sampling rate of blackbody emitters with "normalize" disabled which vary strongly in brightness depending on the temperature.
  • Fixed artifacts when shen uses a fall-off texture (see viewtopic.php?p=337428#p337428).
  • Fixed incorrect diffuse contribution to the transmission pass.
  • Fixed negative values in some render passes.
  • Fixed start depth of deep pixel volume samples for media enclosed by surfaces with an invisible specular material.
  • Fixed the transparency of scattering media if "affect alpha" is enabled.
  • Fixed artifacts on hair strands if vertices are duplicated.
  • Fixed rendering artefacts in some cases where displacement and bump mapping are used by the same material.
  • Fixed various crashes during OSL compilation.
  • Fixed crash occuring on OSX when you click the "Retry" button in the authentication error dialog.
  • Fixed crash occuring on OSX when you double-clicking a connection to a baking texture.
  • Fixed line endings of text files saved via the Octane OSL/Lua script editors, which match now the standard line ending of your platform.
  • Improved the OctaneBench script to better handle systems with more than 15 GPUs. As a side note: We are planning to release an updated OctaneBench with (probably) the next version.

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)


Demo version downloads

demo version for Windows (installer)
demo version for Windows (ZIP archive)
demo version for Mac OS X (DMG image)
demo 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
Hesekiel2517
Licensed Customer
Posts: 457
Joined: Mon Nov 23, 2015 10:57 pm

Thank you!!
Plastevnik
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Joined: Sun Jan 13, 2013 3:39 am

Thank you, this fixes and improvements helps.
.: Win 10 .:. 3930K @4.5GHz .:. 16GB .:. GTX 970 + GTX 580 3GB :.
Zay
Licensed Customer
Posts: 1123
Joined: Sun Jan 17, 2010 2:53 am

If I load a scene and change a texture on an object, the old and the new texture will blend together if you are using network rendering.
Maybe the slave doesn't get the updated image? Currently to fix it you have to save the scene and load it again.
Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser
Zay
Licensed Customer
Posts: 1123
Joined: Sun Jan 17, 2010 2:53 am

If I load a scene and a material has a greyscale powered Normal node it will turn black or partly black depending on the value. Currently to fix it you have to delete the node.
Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser
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roeland
OctaneRender Team
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Joined: Wed Mar 09, 2011 10:09 pm

That can be fixed. As a special case, a greyscale color directly connected to a normal pin should be ignored. Note however that an RGB color will still have an effect: if the color is (.5, .5 1) the normal stays the same but other colors introduce the same distortion to the normal as that particular color in a normal map.
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PolderAnimation
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Posts: 373
Joined: Mon Oct 10, 2011 10:23 am
Location: Netherlands
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We still have problems when rendering large images.
When Octane is finishing rendering and trying to save the file, Octane crashes.
This only happens when exporting exr with multiple renderpasses (more then 2).
The render I was trying to do today was a 9k by 6k on a GTX 1080 TI.
There was more then enough cpu and gpu memory left, but octane crashes every time.
I tried it on 3.06, 3.07 and 3.08 RC4 and now on 3.08.1 all of them the same problem.

I already posted this with screenshots a while back in this thread (octane 3.08RC4):

viewtopic.php?f=33&t=66273&p=335815#p335815
Win 10 64bit | RTX 3090 | i9 7960X | 64GB
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abstrax
OctaneRender Team
Posts: 5508
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Zay wrote:If I load a scene and change a texture on an object, the old and the new texture will blend together if you are using network rendering.
Maybe the slave doesn't get the updated image? Currently to fix it you have to save the scene and load it again.
Thanks for the report. Yes, you are correct. The images are not updated on the net render slaves. It will be fixed in 3.08.2.

Another workaround is to stop rendering (via the stop button) and then restart it.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
manalokos
Licensed Customer
Posts: 441
Joined: Fri Nov 18, 2011 4:43 pm

I'm working on a heavy scene with lots of scatter nodes and alembic models,
and today something happened while I was working, the scene suddenly reverted to its state from several minutes before, obliterating a lot of work.
This already happened twice, and I have got a crazy deadline so I will be going back to 3.07.

Did this happen to anyone else?
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funk
Licensed Customer
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Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

I've been testing out some SSS materials using a specular material. GGX and beckman BRDFs create some really bright pixels in the medium that are very difficult to clean up. The "octane" BRDF doesnt do this.

Is it possible to fix this? I've attached a test file, although it seems to be worse in my actual scene.
specular_ggx_medium_noise.png
If you load the orbx and change the "model" material to "octane" brdf, you see those bright dots dont appear.
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Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
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