OctaneRender™ 2019.1 XB1

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Notiusweb
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Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

Goldorak wrote:
Notiusweb wrote:
On my rig I now have Titan Xp and Titan Pascal as my Mobo cards, which are both DXR enabled with the new driver, and now I myself am yes running Raytracing on Unreal (only off of my Titan Xp).

Which made me wonder if this setup would run the Octasne Bench 19 with the 'RTX-on'....
But it does not....
Which made me wonder if Octane Bench is only applying RTX speed boost to cards which are semantically called "RTX" as opposed to those which are registering as DXR.
Because, DXR is the tech, the RT cores are just a high level spec for the tech.

And so...this all made me wonder if Bench 19 is truly measuring the RTX boost at all, and is rather only making some calculated approximation of what RTX *could* do once actualized.
First, We don't use DXR to get RT core HW support, so DXR on Pascal doesn't change anything, nor do we need it since we have the CUDA fallback that is even faster. Second, of course the RTX on mode is the real render, not some guess - try the standalone preview RTX build and test it yourself with the benchmark scenes. It will render in with the 2-4x the M/spp and finish the render in 2x to 4x faster.
You know what happens, I don't have RTX cards yet. And they talk of RTX having a Raytracing frame rate in games of 60 FPS, and then GTX cards would be more like 20 to 10 FPS...
so but in Octane, that would be insane having 10 frames per second.

Now, in practice, myself with just Pascal, I see with the DXR 'on' in Unreal it has real-time reflections, and they are like instantaneous. Now shadows are pixelated and then render out, much like Octane. But bright lit scenes move around very smoothly. It really scalds the GPU temps.
So, I just wonder why Octane using DXR couldn't have this instant reflection tech as part of the render capability. I understand that Octane is accessing boosted speed from RT cores, but why wouldn't this other real-time tech be exploited, you know?

And I love Octane for the features, and the speed. And Octane is super mega fast....just I imagine it having this instant reflectiveness also.
I am a complete novice with this stuff, I know nothing....Is it you have to pick CUDA or DXR, you can't have one used with the other? Is that what it is, you can use the power of RT cores, but DXR and CUDA don't mix?
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
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Notiusweb
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Okay...realtime shmealtime....
FYI, Unreal how does it look....

Hmmm....not the best...
In some cases...Yikes... :?

PS - Don't hold your breath on C4D and Redshift

Okay...
Looking forward to the Octane version!!!!
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
calus
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vijay_thirukonda wrote: They have some more options coz they support adaptive subdivision option which currently we don't support(we will be adding it later.
Hi @Vijay,

So Adaptive Subdivision Surface will finally be added "later" but when ?
In V3 there has been an attempt to add adaptive tessellation for Sudivision Surface,
but the implementation has failed to get something usefull, so it was removed instead of trying to improve it...
What make it so difficult to get it in Octane ? isn't adaptive tessellation for subdivision surface and displacement, supposed to come for free with Opensubdiv ?

Uniform subdivision surface for vertex displacement is not going to work for real production scene,
this is why the other production renderers support on the fly adaptive tesselation (including with motion_blur) ...
Pascal ANDRE
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Notiusweb
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Dear Abbee,
I have been use this render engine now for about 5 years and things are really going great. We’ve had our ups and downs, but nothing ever made me doubt my love for it as we always stayed true and have a great level of attraction for one another.
Recently, however, I am more and more hoping my render engine will have Morph target support for imported FBX’s, but I have not ‘scene’ it happen yet. A lot of my friends in other apps are not only planning for their animations and rendering their FBXs with morph targets, but they are always talking how how they are exporting out these morph target animations, ready to be imported into a render engine.
My family has now started asking when the big day is going to happen. I don’t want to sound ungrateful for my render engine which I love so much, and I feel like it is the one, but I feel like I am starting to run out of excuses.

Any advice?
Sincerely,
“Hoping for Mor’ph”
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
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Goldorak
OctaneRender Team
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Joined: Sun Apr 22, 2012 8:09 pm
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calus wrote:
vijay_thirukonda wrote: They have some more options coz they support adaptive subdivision option which currently we don't support(we will be adding it later.
Hi @Vijay,

So Adaptive Subdivision Surface will finally be added "later" but when ?
In V3 there has been an attempt to add adaptive tessellation for Sudivision Surface,
but the implementation has failed to get something usefull, so it was removed instead of trying to improve it...
What make it so difficult to get it in Octane ? isn't adaptive tessellation for subdivision surface and displacement, supposed to come for free with Opensubdiv ?

Uniform subdivision surface for vertex displacement is not going to work for real production scene,
this is why the other production renderers support on the fly adaptive tesselation (including with motion_blur) ...
At the pace we are on now, it will be developed and improved very rapidly. This is a completely new feature we just added in V6 engine .. remember that V4 came out in November, and V5 just in March. Next we have V7 in a few months. So the old V3 pace for feature development is long in the past, can’t compare it to now when judging how soon things get added or changed
VVG
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Posts: 301
Joined: Sat May 07, 2016 2:34 pm

Goldorak wrote:
At the pace we are on now, it will be developed and improved very rapidly. This is a completely new feature we just added in V6 engine .. remember that V4 came out in November, and V5 just in March. Next we have V7 in a few months. So the old V3 pace for feature development is long in the past, can’t compare it to now when judging how soon things get added or changed

viewtopic.php?p=361525#p361525

5) Do we keep them after the 1 or 2 years extension or revert back to v4, thus losing support for the new features and ability to use scenes created during the paid extension period.
2019 will allow a perpetual license.

it`s true?
2019 will be with a permanent license like v4?
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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Goldorak
OctaneRender Team
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VVG wrote:

viewtopic.php?p=361525#p361525

5) Do we keep them after the 1 or 2 years extension or revert back to v4, thus losing support for the new features and ability to use scenes created during the paid extension period.
2019 will allow a perpetual license.

it`s true?
2019 will be with a permanent license like v4?
Yes - details and limitations are still being worked out, but the goal is to replace last year's unofficial $599 Black Friday offer with a more streamlined option on the shop page for the 2019 launch.

This would give users a simple way to pay for a 2019 perpetual licence (if they really want one) through a one time purchase/upgrade/sidegrade.
VVG
Licensed Customer
Posts: 301
Joined: Sat May 07, 2016 2:34 pm

Goldorak wrote:
VVG wrote:

viewtopic.php?p=361525#p361525

5) Do we keep them after the 1 or 2 years extension or revert back to v4, thus losing support for the new features and ability to use scenes created during the paid extension period.
2019 will allow a perpetual license.

it`s true?
2019 will be with a permanent license like v4?
Yes - details and limitations are still being worked out, but the goal is to replace last year's unofficial $599 Black Friday offer with a more streamlined option on the shop page for the 2019 launch.

This would give users a simple way to pay for a 2019 perpetual licence (if they really want one) through a one time purchase/upgrade/sidegrade.
good news

yes - i need upgrade from v4 (perpetual "Regular" licence) to 2019 PL

i dont wont use 2018 none perpetual lic
Win 10x64, AMD 1950x 16C/32T, RAM 32Gb, RTX 3060x3
Octane-for-C4D(R23.110)2021.x.x, Cycles4D, Centileo. Nvidia 472.47 STUDIO
Iceman9
Licensed Customer
Posts: 217
Joined: Sun Jun 09, 2013 1:22 am

Question re. 2019 and the new displacement technology...

I know that currently triplanar projection won't work with displacement because of the order of evaluation.

Will this change in V2019 with the new displacement model?

This would really be beneficial.
imagee
Licensed Customer
Posts: 12
Joined: Fri Nov 17, 2017 4:51 am

When will version 2019.2 with RTX support be available for testing?
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