OctaneRender® 2022.1 RC 2

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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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haze
OctaneRender Team
Posts: 1003
Joined: Sun Feb 08, 2015 8:57 pm

Hi all

We're happy to bring you RC 2 of 2022.1. We are getting closer to the first stable release, and expecting to wrap up very soon.

Thank you to everyone who has tested the XB and RC releases so far.

Changes since 2022.1 RC 1
  • Fixed an error message appearing by mistake.
  • Fixed gizmos not working correctly with lookat to transform.
  • Improvements to the Star field texture
  • Fixed a rare crash / slowdown when dealing with very small step lengths on volumes.
  • Fixed texture previews of several textures.
  • Fixed missing update when the (sky) texture of an environment node is reconnected "behind" a linker node and fixed that we were ignoring UVW transform nodes until the first texture node.
  • Fixed volume denoiser on macOS.
  • Fixed possible crash when using photon mapping.
  • Fixed smooth and anisotropic flags on hair material on macOS.
  • Fixed crash when doing a texture preview with "Capture to AOV".
  • Fixed various problems when "Enable imager" is disabled for an output AOV.
  • Improved GPU load for photon tracing.
  • Fixed crash when dismissing the context menu of an empty input pin in the node inspector.
  • Fixed a crash when compiling some OSL shaders.
  • Fixed an infinite loop that happened sometimes when compiling shaders on macOS.
  • Fixed a small memory leak.
  • Improved random sampling strategy for photon tracing.
  • Fixed Composite material having a faceted look when it has no inputs.
  • Fixed the normals used for thin wall layer shadows.
  • Fixed discarded environment when using the denoiser on macOS.
Downloads

Downloads for Enterprise subscription users:

OctaneRender Enterprise 2022.1 RC 2 for Windows (installer)
OctaneRender Enterprise 2022.1 RC 2 for Windows (ZIP archive)
OctaneRender Enterprise 2022.1 RC 2 for Linux

OctaneRender Enterprise 2022.1 RC 2 Node for Windows (installer)
OctaneRender Enterprise 2022.1 RC 2 Node for Windows (ZIP archive)
OctaneRender Enterprise 2022.1 RC 2 Node for Linux

Downloads for Studio subscription users:

OctaneRender Studio 2022.1 RC 2 for Windows (installer)
OctaneRender Studio 2022.1 RC 2 for Windows (ZIP archive)
OctaneRender Studio 2022.1 RC 2 for Linux

Downloads for Prime version for macOS:

Octane X Prime 2022.1 RC 2 for macOS

Happy rendering
Your OTOY team
Padi
OctaneRender Team
Posts: 24
Joined: Thu Jan 18, 2018 8:50 pm
Contact:

Hi everyone

We ware focused on the Render Network cloud upload. Our test scenes have not yet been working. The error is a new one:

Code: Select all

Started logging on 16.11.22 08:35:25

OctaneRender Enterprise 2022.1 RC 2 (12000008)

Error uploading asset (HTTP Code 0): <url> malformed
Attachments
Screenshot 2022-11-16 084548.png
llennoco22
Licensed Customer
Posts: 13
Joined: Wed Jan 28, 2015 7:56 pm

It would appear alpha textures seem to now default to sRGB transform rather than loading linear when using 2022 builds. This differs from the expected behavior and from how older versions of Octane behaved so i'm guessing it can be considered a bug.
Lekip
Licensed Customer
Posts: 10
Joined: Thu Mar 22, 2018 5:59 pm

Thanks for your hard work, I'm excited to try some stuff with photon tracing once the plugins are released. Are there any news regarding the Brigade test run? It would be an absolute game changer for the office, can't wait to get my hands on it. Just wondering since Brigade isn't mentioned in the post
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haze
OctaneRender Team
Posts: 1003
Joined: Sun Feb 08, 2015 8:57 pm

Lekip wrote:Thanks for your hard work, I'm excited to try some stuff with photon tracing once the plugins are released. Are there any news regarding the Brigade test run? It would be an absolute game changer for the office, can't wait to get my hands on it. Just wondering since Brigade isn't mentioned in the post
Brigade will be coming as part of a special test release planned for the next couple of weeks.
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

I think if you, Otoy, don't stat working on atmospherics like clouds, rain, snow, layered fog and procedural random materials (PRM) like endless types of rock, dirt, wood, metal, etc you will get behind your competition. This is a new trend coming. Please implement it.
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Goldorak
OctaneRender Team
Posts: 2321
Joined: Sun Apr 22, 2012 8:09 pm
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coilbook wrote:I think if you, Otoy, don't stat working on atmospherics like clouds, rain, snow, layered fog and procedural random materials (PRM) like endless types of rock, dirt, wood, metal, etc you will get behind your competition. This is a new trend coming. Please implement it.
We have shaders that can drive all of it - we need higher level UX for the user facing side of things (World Creator team is also working on WC module for Octane core). Also have you seen the prompt based textures and nodes we are working on:

https://twitter.com/JulesUrbach/status/ ... _XztUXGcRw
https://youtu.be/7tkPGw-MhUc?list=PLsNO ... MY6&t=1122
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SSmolak
Licensed Customer
Posts: 1157
Joined: Sat Feb 07, 2015 5:41 pm
Location: Poland
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coilbook wrote:I think if you, Otoy, don't stat working on atmospherics like clouds, rain, snow, layered fog and procedural random materials (PRM) like endless types of rock, dirt, wood, metal, etc you will get behind your competition. This is a new trend coming. Please implement it.
I think that there are more important things to do. Clouds you can simulate using procedural plane - if you mean shadows on ground. Simulating real clouds with atmosphere - I don't think that it should have any real usage in renderer because it slowing rendering. It can be done in post. Rain snow - it is better to do in post too.

I don't know what you mean about procedural random materials but it can be done now using nodes. There are unlimited possibilities.

In my opinion Octane is bad in the terms of mixing displacements compared to Unreal for example. There is no way to stack different displacements materials like in Unreal. This is more important.
For example - you have displaced asphalt with some cracks and there is no way to add another displaced texture like manhole or additional road hole. Mixing displacements using divided polygons is dirty way and memory consuming.
Architectural Visualizations http://www.archviz-4d.studio
john_otoy
OctaneRender Team
Posts: 245
Joined: Tue Aug 10, 2021 9:38 pm

OctaneRender 2022.1 RC 3 has been released: viewtopic.php?f=33&t=80788
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