OctaneRender™ 2020.1 RC1 [superseded by 2020.1 RC2]

A forum where development builds are posted for testing by the community.
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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.
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mojave
OctaneRender Team
Posts: 1336
Joined: Sun Feb 08, 2015 10:35 pm

Dear all,

We are happy to share our first release candidate of Octane 2020.1. This means that this release contains all features planned for the stable build once it is released but we may still go through more iterations to solve any issues as required. Please be aware this is still not a stable release so please do not use this for production purposes.

This release includes a large number of bug fixes and improvements including most of what haves been reported by you in previous builds. There are still some outstanding issues that could not make it to this release but we are making good progress and they should be coming in the next release. Thank you all for your support.

Should you find any issues with this release please report using this thread so we can make sure we provide you with the best feedback.

Make sure to use a NVIDIA Studio driver with version at least 435.80 for Windows or 435.12 for Linux to enable support for RTX hardware acceleration. There are no OSX drivers that currently support RTX.

2020.1 RC2 has superseded this build.

Changes since OctaneRender 2020.1 XB3:

Improvements:
  • Improved out-of-core and peer-to-peer (NVlink) so data that would always need to be on VRAM before can now be evicted. This means that some scenes that would run out of VRAM may work now.
  • Improved importing vertex attributes from Alembic data enforcing some restraints that avoid loading corrupt data.
Bugfixes:
  • Fixed dirt texture does rendering black with RTX geometry.
  • Fixed accurate rounded edges mode not being applied on RTX geometry.
  • Fixed GPU illegal memory access when using emission and RTX with animated instances.
  • Fixed a device error happening sometimes when using more than one RTX meshes.
  • Fixed some cases causing the render to hang without producing any output.
  • Fixed wrong license expiry time being displayed when activating subscription builds using a perpetual license.
  • Fixed issue with auto bump map calculation causing the output to be black in some scenarios.
  • Fixed issue with auto bump was not working as intended when the object was scaled or rotated.
  • Fixed issue with camera focus picker which did not work when using a universal camera in thin lens mode with astigmatism not set to zero.
  • Fixed issue reloading OCS files which would contain dynamic pins which names would not show up.
  • Fixed crash when switching denoiser on/off and device peering was enabled.
Downloads

Downloads for Enterprise subscription users:

OctaneRender Enterprise 2020.1 RC1 Standalone for Windows (installer)
OctaneRender Enterprise 2020.1 RC1 Standalone for Windows (ZIP archive)
OctaneRender Enterprise 2020.1 RC1 Standalone for Linux
OctaneRender Enterprise 2020.1 RC1 Standalone for OSX

OctaneRender Enterprise 2020.1 RC1 Slave for Windows (installer)
OctaneRender Enterprise 2020.1 RC1 Slave for Windows (ZIP archive)
OctaneRender Enterprise 2020.1 RC1 Slave for Linux
OctaneRender Enterprise 2020.1 RC1 Slave for MacOS

Downloads for Studio subscription users:

OctaneRender Studio 2020.1 RC1 Standalone for Windows (installer)
OctaneRender Studio 2020.1 RC1 Standalone for Windows (ZIP archive)
OctaneRender Studio 2020.1 RC1 Standalone for Linux
OctaneRender Studio 2020.1 RC1 Standalone for OSX


Happy rendering
Your OTOY NZ team
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funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Thanks team.

I was just talking to someone who was doing tests baking a sun/sky texture out of V-Ray. I decided to try the textures in Modo and Octane and seem to have run into an Octane bug.

The sun in the texture is extremely bright (photoshop shows values around 2.5 million), and Octane isn't rendering it correctly. I even manually set the texture import type setting to 32-bit. The render is completely different to V-Ray and Modo using the same texture.

If I take the texture into photoshop, turn the exposure down -5 (using exposure adjustment layer), then resave it, I can get a similar result in Octane, but I shouldnt have to do this.
bright_sun_texture_bug.png
Attachments
bright_sun_texture_bug.orbx
(6.76 MiB) Downloaded 352 times
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
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grimm
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Posts: 1332
Joined: Wed Jan 27, 2010 8:11 pm
Location: Spokane, Washington, USA

Awesome, thanks devs! :D Is there RT core support for volume rendering? I ran this test file of the Disney cloud and on SA 4.05 it renders almost 1 min. faster than on SA 2020.1 RC1 (3.48 vs 4.42). This is running on my RTX 2070 and I made sure that the "Use RTX acceleration" was checked in the preferences.
wdas-test.ocs
(78.58 KiB) Downloaded 322 times
Jason
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
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Lewis
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Location: Croatia
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Thanks for new release guys, good work on many fixes.

But from what i see my "sphere.orbx" report in 2020.XB3 is still broken in this 2020.1 RC1 although it's been reported as fixed.

Check these screengrabs, LEFT is correct 2019.1.5 and RIGHT is 2020.1 RC1 render = BAD.
In XB3 it was completely black so this is and upgrade/better but still not correct.

Please fix that.

Thanks
Attachments
Sphere_orbx_STILL_Wrong.jpg
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Lewis
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PolderAnimation
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Posts: 373
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Location: Netherlands
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Is there a way to get motion blur on scattered objects (with the scatter node)?
We have moving object all scattered with the scatter node. For each frame we wrote out a matrix but when we render it, we do not get motion blur.
It would be nice to be able to give them the velocity from the point that they are scattered from.
Win 10 64bit | RTX 3090 | i9 7960X | 64GB
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SSmolak
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Location: Poland
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NVLink memory pooling for RTX 2080ti still doesn't work
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jimho
Licensed Customer
Posts: 271
Joined: Tue Aug 21, 2018 10:58 am

Thanks for the new release, there is very good improvement, thanks the team for your hard work,

I did some test and it shows there is conflicts between major frameworks like: RTX, networking rendering , out of core and PMC engine, to report as below:

1, RTX vs out of core
tested scene with 44 M triangular, when RTX on, it shows all GPU fails directly, both PMC and Path tracing engine are the same.
RTX on.JPG
RTX on.JPG (10.44 KiB) Viewed 9184 times
2, RTX vs network rendering
without out of core, RTX is working with network rendering:
2.1 RTX +network rendering under PMC engine
the slaves are in pretty low efficient, slave GPU usage jumping between 0 to 100% all the time
RTX network rendering2.JPG
RTX network rendering2.JPG (16.19 KiB) Viewed 9184 times
2.2 RTX+network rendering under path tracing engine, working pretty fine:
RTX path tracing no occ.JPG
RTX path tracing no occ.JPG (13.54 KiB) Viewed 9184 times
3, PMC engine vs network rendering (with occ, RTX off)
the situation is better than XB3, the network rendering works with the PMC engine now (with RTX off),
3.1 on the Slave 1 (4x1080 ti) quite perfect now (used to not working at XB3 )
3.2 on the Slave 2 (mixe GPU configuration 3x 1080ti +1x 2080ti), the 3 1080ti working fine
PMC2.JPG
but the 2080 ti just report error please see below images
pmc engine.JPG
PMC3.JPG

Jim
Last edited by jimho on Thu Feb 20, 2020 4:55 pm, edited 3 times in total.

Supermicro 4028GR TR2|Intel xeon E5 2697 V3| windows 10| revit 2019 |Titan V+ Quadro GV100+RTX 2080 Ti
jimho
Licensed Customer
Posts: 271
Joined: Tue Aug 21, 2018 10:58 am

Conclusion:
currently the workable combinations are:
1, path tracing + network rendering+out of core
2, path tracing + network rendering+RTX
3, PMC +occ+networking (no RTX)
4, PMC +RTX (no occ no networking)

Supermicro 4028GR TR2|Intel xeon E5 2697 V3| windows 10| revit 2019 |Titan V+ Quadro GV100+RTX 2080 Ti
User avatar
mojave
OctaneRender Team
Posts: 1336
Joined: Sun Feb 08, 2015 10:35 pm

PolderAnimation wrote:Is there a way to get motion blur on scattered objects (with the scatter node)?
We have moving object all scattered with the scatter node. For each frame we wrote out a matrix but when we render it, we do not get motion blur.
It would be nice to be able to give them the velocity from the point that they are scattered from.
Scatter/transform nodes do not imply motion by themselves, as they represent static positions for each frame and no interpolation is performed.

If you want to get geometry motion blur you need to use the node system the way plugins do. Specifically you would have to create a NT_GEO_MESH node and populate the vertex data attributes and specifically A_POLY_VERTEX_SPEED for each of your motion interval/frames. This can be done using a scripted node graph.
User avatar
mojave
OctaneRender Team
Posts: 1336
Joined: Sun Feb 08, 2015 10:35 pm

grimm wrote:Awesome, thanks devs! :D Is there RT core support for volume rendering? I ran this test file of the Disney cloud and on SA 4.05 it renders almost 1 min. faster than on SA 2020.1 RC1 (3.48 vs 4.42). This is running on my RTX 2070 and I made sure that the "Use RTX acceleration" was checked in the preferences.
wdas-test.ocs
Jason
RT cores provide acceleration for just triangles at this stag. I think you wanted to share an ORBX package instead?
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