OctaneRender® 2022.1 XB 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.
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Despot
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Where are the new PostFX changes/additions that were promised for 2022 ? Are they still going to make it ?

Not expecting an answer from any Otoy employee here as my last two comments/questions were just ignored... ;)

J
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divasoft
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Despot wrote:Where are the new PostFX changes/additions that were promised for 2022 ? Are they still going to make it ?

Not expecting an answer from any Otoy employee here as my last two comments/questions were just ignored... ;)

J
It's funny, but Jules Urbach personally promised me in the comments to the post a year and a half ago that an update would be released that would introduce chromatic aberrations. I've been waiting for them for like 6 years now...
Looks like something went wrong.)
J.C
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Despot wrote:Where are the new PostFX changes/additions that were promised for 2022 ? Are they still going to make it ?

Not expecting an answer from any Otoy employee here as my last two comments/questions were just ignored... ;)

J
Vectron was more important ;)
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karl
OctaneRender Team
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Joined: Sun Oct 13, 2019 11:26 pm

J.C wrote:
bepeg4d wrote:
J.C wrote:When toggling realtime button rendering the rendering goes 150% slower.
Hi,
please note that Real Time works only with 1x GPU.
So if you have a multi GPU machine, this is expected.

ciao,
Beppe
There is no speed difference when it is on or off. The render times are the same using 1x GPU.
The purpose of real time mode is to improve the frame rate and latency of the viewport in order to improve responsiveness/interactivity when moving the camera. If you're just starting the render and waiting for it to complete, real time mode will not help. We've already made the renderer as fast as possible at doing that :)

(Note 1: In some circumstances real time mode may give a small improvement in overall render time due to less total time spent getting images on screen instead of rendering; this depends on the scene and is likely to be a very small effect.)

(Note 2: Real time mode disables various features, such as multi-GPU/network rendering, adaptive sampling, cryptomatte passes, so cannot be used in all situations.)

(Note 3: In this experimental build the real time feature is not yet complete; the Brigade features are yet to come. That should significantly improve the experience of real time mode, but will still not decrease overall render times.)
coilbook
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Hi Karu,

Can you please add a checkbox next to AI light set all lights sampling rate to 1? That way if we have noise problem with manual sampling rate per light we can try ai light and default all lights in the scene sampling rate to 1 including light textures Thanks
J.C
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john_otoy wrote:
Have you tried enabling kernel > AI light, then setting all your light's sampling rate back to a default of 1.0?
The information about AI light and default light sampling rate relationship should be in manual. Could you update it please?
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
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J.C
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karu wrote:
The purpose of real time mode is to improve the frame rate and latency of the viewport in order to improve responsiveness/interactivity when moving the camera. If you're just starting the render and waiting for it to complete, real time mode will not help. We've already made the renderer as fast as possible at doing that :)
I guess the term "real time mode" can be quite misleading while it's not giving any difference in render time. I would suggest changing the name to "Low viewport latency" or similar.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
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My Behance portfolio, Blender plugin FB support group
karl
OctaneRender Team
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Joined: Sun Oct 13, 2019 11:26 pm

coilbook wrote:Hi Karu,

Can you please add a checkbox next to AI light set all lights sampling rate to 1? That way if we have noise problem with manual sampling rate per light we can try ai light and default all lights in the scene sampling rate to 1 including light textures Thanks
This is not my area of expertise; maybe someone else can chime in on any plans in this area.
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Kalua
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J.C wrote:
john_otoy wrote:
Have you tried enabling kernel > AI light, then setting all your light's sampling rate back to a default of 1.0?
The information about AI light and default light sampling rate relationship should be in manual. Could you update it please?
Maybe you should make a wish on the "Features Request" page.
C4D 2025.1.1 Octane 2025.1 Build 0104, <<2 X 3090 + NVlink>>, Windows 10, X399, AMD TR 1950X, 128 GB RAM, NVIDIA SD 552.22
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elsksa
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Kalua wrote:
J.C wrote:
john_otoy wrote:
Have you tried enabling kernel > AI light, then setting all your light's sampling rate back to a default of 1.0?
The information about AI light and default light sampling rate relationship should be in manual. Could you update it please?
Maybe you should make a wish on the "Features Request" page.
At this point, a fully-featured "light manager" would be a much practical/efficient solution, as it would encompass the main light parameters, not just one (which might be scriptable?). I've requested it in the past, though.
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