OctaneRender™ 2021.1 RC 3

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.
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Anyway to add an info how many total cuda cores engaged. How many RT cores are engaged. Percentage of cuda contribution vs rt cores towards rendering speed.
Sometimes we turn on RTX acceleration and see no results like it's not working. Would be nice to show all this data
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abstrax
OctaneRender Team
Posts: 5506
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

coilbook wrote:Anyway to add an info how many total cuda cores engaged. How many RT cores are engaged. Percentage of cuda contribution vs rt cores towards rendering speed.
Sometimes we turn on RTX acceleration and see no results like it's not working. Would be nice to show all this data
There isn't really a good way to measure this. If you enable RTX Octane tries to use RTX as much as possible, but at the moment this applies only for static triangles and instances. So if your scene uses a lot of texture displacement, vertex motion blur, hair etc. it won't help much.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Zay
Licensed Customer
Posts: 1123
Joined: Sun Jan 17, 2010 2:53 am

abstrax wrote:There isn't really a good way to measure this. If you enable RTX Octane tries to use RTX as much as possible, but at the moment this applies only for static triangles and instances. So if your scene uses a lot of texture displacement, vertex motion blur, hair etc. it won't help much.
Is there a way to calculate used Vram better? In a scene when I turn on or off RTX no changes show in Vram in Octane but GPU-Z shows 1.3GB Vram difference.
Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser
rleuchovius
Licensed Customer
Posts: 51
Joined: Sun May 03, 2015 1:47 pm

Great work!
Do you have any estimate on the Polarized Lighting? Would be a very useful feature for car renders. :)
HHbomb
Licensed Customer
Posts: 1371
Joined: Wed Jun 30, 2010 8:45 pm
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Hi, could it be possible to have "Round edges" applied with "clipping material" ? Because it make hard edges.
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
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wallace
OctaneRender Team
Posts: 188
Joined: Sun Dec 18, 2016 10:38 pm

HHbomb wrote:Hi, could it be possible to have "Round edges" applied with "clipping material" ? Because it make hard edges.
It is not possible at the moment, I am working on an implementation for clipping material to work with rounded edges.
HHbomb
Licensed Customer
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Thank you wallace. Hope it'll be possible :mrgreen:
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
useruser
Licensed Customer
Posts: 142
Joined: Wed Jun 02, 2010 9:37 pm

hi there,
i am not able to start the OctaneRender_Enterprise_2021_1_RC_3_node on my renderslave-machine. during the login-process the node just quits and kill itself.
the Octane 2020.2.5 Daemon works fine.
is that a known issue?
thanks in advance
Workstation: Win 10 PRO 64 bit, 3,4 GHZ ,6-cores, 64 GB RAM , 4x RTX 2080 Ti
1. RenderSlave: Win 10 Pro 64 bit , 3x GTX 980Ti
2. RenderSlave: Win 10 Pro 64 bit 2x GTX 980 Ti
john_otoy
OctaneRender Team
Posts: 245
Joined: Tue Aug 10, 2021 9:38 pm

useruser wrote:hi there,
i am not able to start the OctaneRender_Enterprise_2021_1_RC_3_node on my renderslave-machine. during the login-process the node just quits and kill itself.
the Octane 2020.2.5 Daemon works fine.
is that a known issue?
thanks in advance
OctaneRender 2021.1 was released: viewtopic.php?f=24&t=78621

Please try with the latest build and reply in that thread if you have any issues.
elsksa
Licensed Customer
Posts: 784
Joined: Sat Jul 24, 2021 1:06 am

Hi OTOY Team,

I did not share my gratitude towards this stunning release (considered now, at the time of this reply, "deprecated"). In particular the important fixes.

However, I am facing an obnoxious behavior since this release and any versions higher: on some scenes containing USD assets, my materials (nodes) are no longer applied to the USD geometry node. The imported USD assets is using default materials and my custom materials do seem to be lost.

My current workaround is to have two Standalone instances opened, both different versions and copying/pasting my nodes to plug them back again (using the speed-efficient and useful CTRL + HOLD shortcut as I am assigning materials to a custom assets/shading group nomenclature).
I also have back up files and I am aware that these builds are non-production-safe.

I suspect this fix is the cause behind it:
abstrax wrote: [*] Updated USD library to version 21.08.
I can handle the extra manual work, however, I would be curious if I could get a confirmation of my suspicion.
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