OctaneRender™ 2019.1.3

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abstrax
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Hi all,

This release contains more fixes for 2019.1.x. The main change is a complete overhaul of auto-bump which hopefully works now better than before.

Please note that since 2019.1.2 the Enterprise Octane network slave is distributed in its own package.

To find an overview of the features of 2019.1 please go here.

Also make sure that you have a NVIDIA driver of version 419.x or higher.


Changes since OctaneRender 2019.1.2:
  • Overhauled the auto-bump feature of vertex displacement, which fixes multiple issues that were reported. Now, auto-bump works with vector displacement maps as well and you can add an additional bump map on top of auto-bump. As funk has noted it doesn't work correctly with projections other than UV mapping , which was an oversight on and will be fixed in the next release, which we will release as soon as that is done.
  • Fixed direct lighting kernel looking different to v4 and 2018.1 when fake shadow is used + when a bunch of glossy materials with no diffuse and specular textures are used.
  • Fixed volume rendering in legacy mode (see viewtopic.php?p=369698#p369698).
  • Fixed a small memory leak when rendering is stopped.
  • Make placement gizmos and the world frame indicator show up when using OSL cameras.
  • Fixed missing tick mark to show the selected item in enum and image resolution drop-down lists.
  • Fixed preview menu item in LiveDB component.
  • Fixed wrong handling of extra arguments in the OSL environment() function.
  • Fixed minor bug in OSL compiler which breaks float val[2]; getattribute("camera:clip", val);.
  • Lua: Fixed a bug in the Lua pin setter for strings which effectively didn't work.
Downloads

Downloads for Enterprise subscription users:

OctaneRender Enterprise 2019.1.3 Standalone for Windows (installer)
OctaneRender Enterprise 2019.1.3 Standalone for Windows (ZIP archive)
OctaneRender Enterprise 2019.1.3 Standalone for MacOS
OctaneRender Enterprise 2019.1.3 Standalone for Linux

OctaneRender Enterprise 2019.1.3 Slave for Windows (installer)
OctaneRender Enterprise 2019.1.3 Slave for Windows (ZIP archive)
OctaneRender Enterprise 2019.1.3 Slave for MacOS
OctaneRender Enterprise 2019.1.3 Slave for Linux

Downloads for Studio subscription users:

OctaneRender Studio 2019.1.3 Standalone for Windows (installer)
OctaneRender Studio 2019.1.3 Standalone for Windows (ZIP archive)
OctaneRender Studio 2019.1.3 Standalone for MacOS
OctaneRender Studio 2019.1.3 Standalone for Linux

Demo downloads:

OctaneRender Demo 2019.1.3 Standalone for Windows (installer)
OctaneRender Demo 2019.1.3 Standalone for Windows (ZIP archive)
OctaneRender Demo 2019.1.3 Standalone for MacOS
OctaneRender Demo 2019.1.3 Standalone for Linux


Happy rendering
Your OTOY NZ team
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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PolderAnimation
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"Overhauled the auto-bump feature of vertex displacement, which fixes multiple issues that were reported. Now, auto-bump works with vector displacement maps as well and you can add an additional bump map on top of auto-bump."

very nice!
Win 10 64bit | RTX 3090 | i9 7960X | 64GB
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funk
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Thanks team
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
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nejck
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Indeed, thank you for all the hard work! The bug fixes are really welcome :)
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funk
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I'm doing a quick autobump test and it looks broken.

Top is 2019.1.3
Bottom is 2019.1.2
vertex_displacement_auto_bump.png
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Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
linograndiotoy
OctaneRender Team
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My feeling is AutoBump map is missing an option.
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aoktar
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funk wrote:I'm doing a quick autobump test and it looks broken.

Top is 2019.1.3
Bottom is 2019.1.2
vertex_displacement_auto_bump.png
As far as my tests it works well
d1.jpg
d2.jpg
d3.jpg
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funk
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aoktar wrote: As far as my tests it works well
It seems to only work correctly for "Mesh UV" projection (which you are using). My example is using an "XYZ to UVW" projection.

I just tried changing yours to "box" projection and see similar problems. It almost looks like incorrect vertex normals are being created?
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"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
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aoktar
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funk wrote: It seems to only work correctly for "Mesh UV" projection (which you are using). My example is using an "XYZ to UVW" projection.
I just tried changing yours to "box" projection and see similar problems. It almost looks like incorrect vertex normals are being created?
Probably, so let's change your note as "it's not working well on different projection types", but very well with UV type.
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3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
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funk
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I did an animated displacement test in 2019.1.2, but the file crashes in 2019.1.3

Load the orbx and select the render target. It crashes to desktop.

I have also attached a video of what it should look like
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