OctaneRender™ 2020.1.5 [current 2020.1]

VIP Information, news and announcements regarding new Octane Render commercial products and releases.
User avatar
funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

I was working on a scene with an environment medium (fog) and noticed the cryptomatte pass was changing (getting brighter) as more samples were rendered.

I took the scene into 2019.1.5 and it's not doing this. I'm not sure if this is an intentional change, but its creating some issues in fusion with the cryptomatte script.
env_medium_cryptomatte_2019_vs_2020.png
If I take an exr from 2020.1.5 into fusion, the cryptomatte picker can only pick "Volume occlusion", which I assume is an automatic material node name you give to environment mediums. I have to manually type in names of the other materials to get a matte.

The 2019.1.5 exr allows me to pick all materials (and "Volume occlusion") using the GUI picker.

I have attached an orbx along with the EXRs exported from 2019 and 2020 modo plugin.

EDIT: I have now included 2 orbx files (1 from the 2020.1.5 plugin and the other from the 2019.1.5 plugin)
You do not have the required permissions to view the files attached to this post.
Last edited by funk on Wed Sep 23, 2020 12:09 am, edited 4 times in total.
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
Zay
Licensed Customer
Posts: 1123
Joined: Sun Jan 17, 2010 2:53 am

This is still a problem.
viewtopic.php?p=388305#p388305
Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser
User avatar
funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Adaptive sampling isn't working as expected in 2020.1.5. Ive done some tests comparing it to 2019.1.5 and it looks like something is broken.

If you have DOF with emissive materials, the noise pass shows the emission's DOF as pure black, then quickly goes green. Octane 2020 assumes the DOF noise is clean and never tries to clean it up.

In 2019, the emission DOF has greyscale values in the noise pass, so Octane gradually tries to clean it up.
as_noise_pass_bug_in_2020.png
You do not have the required permissions to view the files attached to this post.
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
User avatar
funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Connecting a vertex displacement mixer is generating log errors.
You notice this in plugins that pop up the log error window.

1. Load the attached scene and select the render target to start rendering
2. Windows > create log window

UPDATE: Even if you ignore the errors and plug textures in, auto bump doesnt work.

Code: Select all

Started logging on 21.10.20 15:08:45

OctaneRender Enterprise 2020.1.5 (8010500)

Tried to access pin via an invalid ID P_AMOUNT (6)
Tried to access null node pin
Tried to access null node pin
Tried to access pin via an invalid ID P_AMOUNT (6)
Tried to access null node pin
Tried to access null node pin
You do not have the required permissions to view the files attached to this post.
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
User avatar
funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

I also just noticed that autobump is broken on any texture plugged into a vertex displacement mixer.

Attached an example.

If you plug the vertex displacement directly into the material, auto bump works.
displacement_mixer_breaks_autobump.png
You do not have the required permissions to view the files attached to this post.
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
User avatar
PolderAnimation
Licensed Customer
Posts: 373
Joined: Mon Oct 10, 2011 10:23 am
Location: Netherlands
Contact:

A few versions back the materialMap and objectLayerMap workflow was fixed so they support an alembic archive as input, this is very useful and welcome for animation production with multiple renderTargets.
However, if the geometry flows through a geometryGroup or scatter node, the material and object information is lost, this limits the possibilities and more nodes are used to accomplish the same which has a great impact on productivity.
Is this something that is under development, or can it be added in a next release?
Capture.PNG
You do not have the required permissions to view the files attached to this post.
Win 10 64bit | RTX 3090 | i9 7960X | 64GB
nicspoon
Licensed Customer
Posts: 15
Joined: Mon Aug 24, 2015 2:58 am

Hello,
can see there is a 2020.2.x release..
will there be a 2020.1.6 releasing soon?
I really hope you guys can fix the Denoise so I can turn on my denoise :(
Now when I turn on Denoise, the rendering just keep rendering and not stopping to save at all T__T

Please resolve this soon, i beg u. Thank you.
User avatar
Goldorak
OctaneRender Team
Posts: 2321
Joined: Sun Apr 22, 2012 8:09 pm
Contact:

nicspoon wrote:Hello,
can see there is a 2020.2.x release..
will there be a 2020.1.6 releasing soon?
I really hope you guys can fix the Denoise so I can turn on my denoise :(
Now when I turn on Denoise, the rendering just keep rendering and not stopping to save at all T__T

Please resolve this soon, i beg u. Thank you.
Sorry - 2020.1 is locked, 2020.2 will be RC1 soon and hopefully stable by end of month.
Post Reply

Return to “Commercial Product News & Releases (Download here)”