OctaneRender™ 2018.1 RC6

Forums: OctaneRender™ 2018.1 RC6
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OctaneRender™ 2018.1 RC6

Postby haze » Mon Feb 25, 2019 1:38 am

haze Mon Feb 25, 2019 1:38 am
Hi all

This is a quick fix release, mostly for material previews that got broken in RC5.

Studio builds now support 2 GPUs, but no network rendering.

Please note that there has been issues with NVIDIA drivers 418.x. If you use one of these, we recommend that you upgrade to at least 419.17 or newer. There has been some critical recent fixes which directly affect Octane.

As before: 2018.1 and its XB and RC builds will only be available for customers with a version 4 license while 2018.1 is not yet stable. To try 2018.1 you need to upgrade your version 3 license to a version 4 license. This can be done for free via our web shop: https://render.otoy.com/shop/upgrade.php.

Changes since OctaneRender 2018.1 RC5:

  • Fixed log message when using Cryptomatte with disconnected material pins.
  • Fixed material previews when viewing the universal material.

Downloads for users with a regular license
OctaneRender for Windows (installer)
OctaneRender for Windows (zip)
OctaneRender for Mac OS
OctaneRender for Linux

Downloads for users with a Studio subscription license
OctaneRender Studio for Windows (installer)
OctaneRender Studio for Windows (zip)
OctaneRender Studio for Mac OS
OctaneRender Studio for Linux

Downloads for users with an Enterprise subscription license
OctaneRender Enterprise for Windows (installer)
OctaneRender Enterprise for Windows (zip)
OctaneRender Enterprise for Mac OS
OctaneRender Enterprise for Linux


Happy rendering,
Your OTOY Team
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Re: OctaneRender™ 2018.1 RC6 [latest 2018]

Postby Notiusweb » Tue Feb 26, 2019 1:23 pm

Notiusweb Tue Feb 26, 2019 1:23 pm
The 2018 release thus far feels good to me, having a lot of fun using it. Looking forward to new features!
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Re: OctaneRender™ 2018.1 RC6 [latest 2018]

Postby BorisGoreta » Wed Feb 27, 2019 3:56 pm

BorisGoreta Wed Feb 27, 2019 3:56 pm
Are Enterprise builds letting us use network nodes ?
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Re: OctaneRender™ 2018.1 RC6 [latest 2018]

Postby PolderAnimation » Wed Feb 27, 2019 4:09 pm

PolderAnimation Wed Feb 27, 2019 4:09 pm
I believe when there are more then 5 grayscale vertex attributes the 6th does not work. Is this correct? or is this a bug?
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Re: OctaneRender™ 2018.1 RC6 [latest 2018]

Postby divasoft » Wed Feb 27, 2019 6:33 pm

divasoft Wed Feb 27, 2019 6:33 pm
Hello everyone, I want to ask a question. I am sorry that in the general thread. Have you still not fixed the problem with a shattered dispacement? There is a problem since 2015. Are you seriously? You want your product to be used in movies, games, and spent a lot of time on OSL, which no one uses, instead of setting up the normal operation of basic tools. I paid the money and I want to get basic features that work stably, instead of writing to Aoktar, who does not answer me, or says that the problem could not be reproduce. I asked the user for the integration of 3ds max and he said that everything is working fine there. How can you treat your customers so irresponsibly? In all other renders, dispacement works correctly from the beginning.
As a result, users of the integration of c4d get tired of these problems and will go away to RS, Corona, Arnold, or somewhere else.
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Re: OctaneRender™ 2018.1 RC6 [latest 2018]

Postby itsallgoode9 » Wed Feb 27, 2019 9:08 pm

itsallgoode9 Wed Feb 27, 2019 9:08 pm
divasoft wrote:Hello everyone, I want to ask a question. I am sorry that in the general thread. Have you still not fixed the problem with a shattered dispacement? There is a problem since 2015. Are you seriously? You want your product to be used in movies, games, and spent a lot of time on OSL, which no one uses, instead of setting up the normal operation of basic tools. I paid the money and I want to get basic features that work stably, instead of writing to Aoktar, who does not answer me, or says that the problem could not be reproduce. I asked the user for the integration of 3ds max and he said that everything is working fine there. How can you treat your customers so irresponsibly? In all other renders, dispacement works correctly from the beginning.
As a result, users of the integration of c4d get tired of these problems and will go away to RS, Corona, Arnold, or somewhere else.


Same. I posted a displacement issue in two different threads (one in the plugin and one in the standalone) and got a generic "did you raise ray epsilon" response from OTOY. Getting this issue fixed has basically ben the standard "we know it's broken but we don't intend to fix it ever so we will ignore any post about it" response from OTOY
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Re: OctaneRender™ 2018.1 RC6 [latest 2018]

Postby FrankPooleFloating » Wed Feb 27, 2019 10:36 pm

FrankPooleFloating Wed Feb 27, 2019 10:36 pm
This has always been the one truly confounding thing to me about Otoy. From what I can tell, Otoy is always working concurrently on the next two versions of Octane, and their release schedule supersedes any features that may not be 100% operational.... :?
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Re: OctaneRender™ 2018.1 RC6 [latest 2018]

Postby divasoft » Wed Feb 27, 2019 10:43 pm

divasoft Wed Feb 27, 2019 10:43 pm
FrankPooleFloating wrote:may not be 100% operational.... :?

I will say it again. The problem has not been solved since 2015.
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Re: OctaneRender™ 2018.1 RC6 [latest 2018]

Postby Notiusweb » Thu Feb 28, 2019 2:50 am

Notiusweb Thu Feb 28, 2019 2:50 am
divasoft wrote:
FrankPooleFloating wrote:may not be 100% operational.... :?

I will say it again. The problem has not been solved since 2015.


I get this all the time when I work with Displacement, I found there are 2 ways to help fix this...it may have to do with the displacement texture image itself falling either too black or too white...
Maybe it's just a workaround, but maybe it helps:
1) Play with the 'Mid Level' setting. If left at 0.00, or 1.00, you can get the cracks, try moving to like 0.5 or anywhere in-between, until the gap-cracks go away.
2) Try adjusting the overall lightness darkness, or even contrast, on the displacement texture itself, ie via PShop or GIMP, etc...

PS - I use OSL textures, and I LOVE THEM. I WANT TO MARRY THEM, and have OSL babies with them.

PS2 - I like that Otoy goes crazy and releases new features without old ones being entirely rectified to everyone's satisfaction. Because, could you imagine the opposite?
We would never see denoiser in V4 because Volumes in V3 still don't render 100% properly.
Screw that....!

Give me ANIME KERNEL, SUBSTRATES, and UPSCALING...
UE4 plugin....
gLTF...
NOW

I don't care if they break the whole PC and crash it...
it's 2019....
forget V4 and 2018 version....
I want them NOW....!
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Re: OctaneRender™ 2018.1 RC6 [latest 2018]

Postby divasoft » Thu Feb 28, 2019 3:39 am

divasoft Thu Feb 28, 2019 3:39 am
Notiusweb wrote:
divasoft wrote:
FrankPooleFloating wrote:may not be 100% operational.... :?

I will say it again. The problem has not been solved since 2015.

1) Play with the 'Mid Level' setting.
We would never see denoiser in V4 because Volumes in V3 still don't render 100% properly.
:twisted:

Are you seriously think that i not tried it? As well as the border mode, bevels and etc.

The denoiser which now exists does not work in animation. It creates an animated blur instead of removing bright dots. If there is bokeh in the scene, bright reflections are out of focus, denoiser is actually useless.
Displace is a basic tool that should work correctly. And when it will work correctly, you can think about of "amazing-new-features". Especially when you are doing commercial projects, not drawing cubes and spheres as a hobby.
If you create a car, first of all it should be able to drive well. And only after can you think about of build in coffee maker.
Last edited by divasoft on Thu Feb 28, 2019 6:56 am, edited 1 time in total.
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