OctaneRender™ 2019.2 XB2 [latest 2019.2.x]
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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.
Would love to trial what a 1.5x UpSampling mode could do.
Also, please let us try Opacity with Hair shader on next test release!
With Denoiser and Hotspots I usually resort to Hot Pixel Remover, but trade-off is more detail reduction, in addition to detail loss that already came with using denoiser.
EDIT - also want Denoiser better on Specular, or an option to denoise shadow and spec seperate.
I asked about this many moons ago in Octane....Guess what - Unreal actually has it!
CAVEAT - Octane DESTROYS Unreal Engine Raytrace
Also, please let us try Opacity with Hair shader on next test release!
With Denoiser and Hotspots I usually resort to Hot Pixel Remover, but trade-off is more detail reduction, in addition to detail loss that already came with using denoiser.
EDIT - also want Denoiser better on Specular, or an option to denoise shadow and spec seperate.
I asked about this many moons ago in Octane....Guess what - Unreal actually has it!
CAVEAT - Octane DESTROYS Unreal Engine Raytrace

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
Otoy - idea time!!!
A Merged Lighting - 1/2 Day Light, 1/2 Path Tracing Kernel....
How about it?

A Merged Lighting - 1/2 Day Light, 1/2 Path Tracing Kernel....
How about it?
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
Dear developers, I don’t know what words I need to find in order for you to hear us. 5 years have passed and the integration for Cinema has not become stable. When using displacement, I have to restart cinema near 30-40 times per hour in the 2019 version. Version 4.05 is slightly more stable and crashes occur approximately 10-15 times per hour. Failures happen randomly. Sometimes it’s enough just to move the node in the node editor. Perhaps you are testing displacement on scenes with a couple of balls or cubes and it works well there, but on complex scenes, failures occur every 2-3 my actions. Octane is not possible to use for complex professional work. I'm wasting time and money. And instead of finally hearing me, hiring testers, developers and fixing bugs, you simply ignore them.
Releases and corrections are extremely rare. The last one was almost a month ago. And 3dsmax integration for this month already had 3 releases. Updates with new features from the standalone have to wait for several months. Why it happens?
Stendelon works perfectly and without errors. Integration for 3dsmaks also works well, my friend uses it.
Please look links of my posts with reports of various errors. How can we work on such an unstable software?
I draw your attention to the fact that this is not only the problem of the last test release. All these malfunctions are same in the "stable" release 4.05. And This is not a hardware problem.
Thank you, I hope you can hear me.
viewtopic.php?f=85&t=72158&p=367843#p367831
viewtopic.php?f=85&t=72158&p=367843#p367839
viewtopic.php?f=85&t=72158&p=367843#p367840
viewtopic.php?f=85&t=72158&p=367843#p367843
Releases and corrections are extremely rare. The last one was almost a month ago. And 3dsmax integration for this month already had 3 releases. Updates with new features from the standalone have to wait for several months. Why it happens?
Stendelon works perfectly and without errors. Integration for 3dsmaks also works well, my friend uses it.
Please look links of my posts with reports of various errors. How can we work on such an unstable software?
I draw your attention to the fact that this is not only the problem of the last test release. All these malfunctions are same in the "stable" release 4.05. And This is not a hardware problem.
Thank you, I hope you can hear me.
viewtopic.php?f=85&t=72158&p=367843#p367831
viewtopic.php?f=85&t=72158&p=367843#p367839
viewtopic.php?f=85&t=72158&p=367843#p367840
viewtopic.php?f=85&t=72158&p=367843#p367843
It has been moved to under Transmission Type under the Transmission layer.divasoft wrote:Hi. Why Thin wall option not present in Universal mat?
This is because Universal material has a more complex model of transmission vs Specular material and thus we group them under Transmission type.
From my experience, in any kind of forum, they don't have a fix.divasoft wrote:Dear developers, I don’t know what words I need to find in order for you to hear us.
....
Thank you, I hope you can hear me.
It is out of pure inability to fix what you want. If they did have an answer for you they would happy to let you know, trust that.
I will say this, every time you report things that could be made better, many users appreciate it, because it helps make the product better.
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
I actually had mistakenly thought that the 2019.1 RC5 was an update to this 2019.2 XB2, so I was excited to see the RC5 more stable than XB2.
But being as the are not connected in that way, I will say that the 2019.2.XB2 feels more unstable than the prior 2019.2.XB1.
It has a hard time loading more complex scenes created in other versions, and the rendering seems to lag at times.
It works much better if you build a scene from scratch in it.
But being as the are not connected in that way, I will say that the 2019.2.XB2 feels more unstable than the prior 2019.2.XB1.
It has a hard time loading more complex scenes created in other versions, and the rendering seems to lag at times.
It works much better if you build a scene from scratch in it.
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
Holy Cow!
This is interesting....
When RTX mode is on, it renders translucency with Opaque shadows...
Which is so very bizarre, because Unreal's own Raytracer (not the Octane Plugin), which operates in RTX/DXR also has this same issue.
It renders translucent materials' shadows as opaque, as if the mesh is not translucent with an alpha. You just get a hard shadow for the actual mesh.
Same here in 2019.2.XB2!!!!

This is interesting....
When RTX mode is on, it renders translucency with Opaque shadows...
Which is so very bizarre, because Unreal's own Raytracer (not the Octane Plugin), which operates in RTX/DXR also has this same issue.
It renders translucent materials' shadows as opaque, as if the mesh is not translucent with an alpha. You just get a hard shadow for the actual mesh.
Same here in 2019.2.XB2!!!!


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
I think we have already fixed that but we need to make a new release first, would you be able to confirm this is the same issue by sharing a simple test ORBX file?Notiusweb wrote:Holy Cow!
This is interesting....
When RTX mode is on, it renders translucency with Opaque shadows...
Which is so very bizarre, because Unreal's own Raytracer (not the Octane Plugin), which operates in RTX/DXR also has this same issue.
It renders translucent materials' shadows as opaque, as if the mesh is not translucent with an alpha. You just get a hard shadow for the actual mesh.
Same here in 2019.2.XB2!!!!![]()
Thank you.