OctaneRender™ 2020.2.3

VIP Information, news and announcements regarding new Octane Render commercial products and releases.
User avatar
PolderAnimation
Licensed Customer
Posts: 375
Joined: Mon Oct 10, 2011 10:23 am
Location: Netherlands
Contact:

I have two bug reports

1. region render does not render region but whole image.

2. Octane has an issue with getting the P_FOCAL_LENGTH pin value from an alembic camera.
We use a scripted graph to get all needed camera info from the alembic camera and plug them into a thinLensCamera node so we can adjust other parameters still.
Up to and including octane 2020.2.1 this works perfect, but in 2020.2.3 the focal length does not seem to get updated when skipping through the timeline.
Attached is an example orbx to showcase the issue. The scripted graph code can be read by opening the orbx in a text editor.
Win 10 64bit | RTX 3090 | i9 7960X | 64GB
User avatar
funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

BUG: Compositing nodes not matching Main Beauty Pass

I ran into an issue with compositing nodes.

When using a "Render AOV output" directly, or through a "Composite AOV output layer", the output should be an exact match to the Main beauty pass.

This is not the case in my attached scene and screenshots:
oct_2020_2_compositor_clipping_bugs_002.png
There appears to be some kind of clipping (?) causing levels to be different in 1 AOV, and colors to change in the other.

NOTE: You'll need to make sure the ACES OCIO config is set in preferences.
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
karl
OctaneRender Team
Posts: 396
Joined: Sun Oct 13, 2019 11:26 pm

funk wrote:BUG: Compositing nodes not matching Main Beauty Pass

I ran into an issue with compositing nodes.

When using a "Render AOV output" directly, or through a "Composite AOV output layer", the output should be an exact match to the Main beauty pass.

This is not the case in my attached scene and screenshots:
oct_2020_2_compositor_clipping_bugs_002.png
There appears to be some kind of clipping (?) causing levels to be different in 1 AOV, and colors to change in the other.

NOTE: You'll need to make sure the ACES OCIO config is set in preferences.
Hi Funk, I've found the two problems (clipping extremely saturated colors and missing scaling of post processing). With the fixes (which should be in the next release) all three images match exactly. For posterity, OCIO isn't actually required to produce the issues if you use an intermediate value of "Saturate to white".
User avatar
funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Thanks karu
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
enricocerica
Licensed Customer
Posts: 1012
Joined: Wed Nov 25, 2009 7:32 pm
Contact:

bepeg4d wrote:Hi Enrico,
could you share a screenshot of the log window after/during crash?

ciao Beppe
I tried to reproduce the problem to include the log and surprisingly I can't reproduce this issue I got for several months.
I gradually added all my video cards while rendering and was astonished to see that I got no failed one ...
Tried several times and no, seems to work fine.
I think I updated to the last Nvidia drivers recently and maybe some Windows updates too ...
Very confused but happy as well ;)
Hope it will stay.
Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
User avatar
bepeg4d
Octane Guru
Posts: 10356
Joined: Wed Jun 02, 2010 6:02 am
Location: Italy
Contact:

Hi Enrico,
great :D

Yes updating Win 10 to 2004 or greater is crucial for stability with recent Nvidia drivers.

Happy GPU rendering,
ciao Beppe
User avatar
PolderAnimation
Licensed Customer
Posts: 375
Joined: Mon Oct 10, 2011 10:23 am
Location: Netherlands
Contact:

NEVERMIND THIS POST

I also want to ask again for the functionality to make searching for node (when creating them) faster. For example Nuke and Houdini use the TAB menu. When pressing TAB you can start typing and the node you are searching for appears. This works incredible intuitive and fast and works way better than right mouse button click and looking through a whole menu and finding you nodes.

I already posted this in the feature request and a lot of people like the idea.

https://render.otoy.com/requests/?qa=46 ... how=46#q46
You do not have the required permissions to view the files attached to this post.
Last edited by PolderAnimation on Wed May 12, 2021 9:41 am, edited 2 times in total.
Win 10 64bit | RTX 3090 | i9 7960X | 64GB
User avatar
galleon27
Licensed Customer
Posts: 293
Joined: Wed Jul 15, 2015 11:55 am
Location: Serbia
Contact:

PolderAnimation wrote:I also want to ask again for the functionality to make searching for node (when creating them) faster. For example Nuke and Houdini use the TAB menu. When pressing TAB you can start typing and the node you are searching for appears. This works incredible intuitive and fast and works way better than right mouse button click and looking through a whole menu and finding you nodes.

I already posted this in the feature request and a lot of people like the idea.

https://render.otoy.com/requests/?qa=46 ... how=46#q46
Press Space
Win 10 64bit // GTX 4090 + GTX 3090 // 5900x // 64GB // SideFX Houdini // C4D
User avatar
PolderAnimation
Licensed Customer
Posts: 375
Joined: Mon Oct 10, 2011 10:23 am
Location: Netherlands
Contact:

galleon27 wrote:
PolderAnimation wrote:I also want to ask again for the functionality to make searching for node (when creating them) faster. For example Nuke and Houdini use the TAB menu. When pressing TAB you can start typing and the node you are searching for appears. This works incredible intuitive and fast and works way better than right mouse button click and looking through a whole menu and finding you nodes.

I already posted this in the feature request and a lot of people like the idea.

https://render.otoy.com/requests/?qa=46 ... how=46#q46
Press Space
wauw... thanks. just out of curiosity how long is this feature in octane?
Win 10 64bit | RTX 3090 | i9 7960X | 64GB
User avatar
abstrax
OctaneRender Team
Posts: 5509
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

PolderAnimation wrote:I have two bug reports

1. region render does not render region but whole image.
You most likely have deep pixel rendering enabled or some Cryptomatte passes. In both cases the interactive render region doesn't work, which is currently a limitation. We hope to have that limitation removed at some point in the future, but didn't have the chance to do that yet.
2. Octane has an issue with getting the P_FOCAL_LENGTH pin value from an alembic camera.
We use a scripted graph to get all needed camera info from the alembic camera and plug them into a thinLensCamera node so we can adjust other parameters still.
Up to and including octane 2020.2.1 this works perfect, but in 2020.2.3 the focal length does not seem to get updated when skipping through the timeline.
Attached is an example orbx to showcase the issue. The scripted graph code can be read by opening the orbx in a text editor.
If you could post an example of this problem, that would be very helpful. Thanks.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Post Reply

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