OctaneRender® 2023.1 Beta 2

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

Hi all,

After a few fixes, we're glad to bring you Beta 2 of 2023.1. Thanks to everyone who provided feedback and/or reported any issues.

For macOS, we strongly recommend you use at least 13.3 or preferably newer.

As with all experimental builds, we advise to not use this release for production purposes. We are trying to, but we can't guarantee that scenes saved with this version will be compatible in future releases. Changes are still being made daily.

Changes since 2023.1 Beta 1
  • Fixed hang when loading a mesh to VDB node with small import scale.
  • Fixed sampling error for analytic sphere lights.
  • Fixed artifacts from small spread angle of an analytic light.
  • Fixed numerical instability when an analytic tube light is scaled very small.
  • Fixed pixelated aliasings on foreground objects' silhouettes in post fog effects.
  • Fixed failed analytic lighting integration on back-faced surfaces.
  • Fixed an issue where nested layered and mix materials would not render correctly. On some systems, this would also result in a render freeze.
  • Fixed denoised main AOV, if emitters are used that are not on active render layers.
  • Fixed error during conversion of older volumetric spotlight using an unexpected texture in the distribution pin.
  • Animation time transformation now supports setting custom playback interval for the animations.
  • Lua: nodegraph.setLinearTimeTransform() function now has an additional optional argument for the custom interval of the animation.
  • Fixed bump on hair segments to allow the usage of the W coordinate texture in the bump channel.
  • Added support for postfx volume (light beams) effects when RTX is turned off.
  • Fixed much slower photon tracing convergence of caustics in certain scenes.
  • Fixed render failure on macOS when there are primitives with invalid sizes.
  • Fixed wrong dispersion from photon mapping.
  • Fixed an infinite loop when scanning for image tiles with a pattern containing no placeholders
  • Fixed crash when dragging a connector going to the type input of a geometric primitive node.
  • We now avoid filling in empty input pins after a scripted graph update for pins that are not new.
Downloads

Downloads for Studio+ subscription users:

OctaneRender Studio+ 2023.1 Beta 2 Standalone for Windows (installer)
OctaneRender Studio+ 2023.1 Beta 2 Standalone for Windows (ZIP archive)
OctaneRender Studio+ 2023.1 Beta 2 Standalone for Linux
OctaneRender 2023.1 Beta 2 Standalone for MacOS

OctaneRender Studio+ 2023.1 Beta 2 Node Windows (installer)
OctaneRender Studio+ 2023.1 Beta 2 Node for Windows (ZIP archive)
OctaneRender Studio+ 2023.1 Beta 2 Node for Linux

Happy rendering
Your OTOY team
caseyhupke
Licensed Customer
Posts: 42
Joined: Tue Jan 15, 2019 8:08 pm

Any info on when Mac/Pc network rendering will hit? It's supposed to be in 2023 right?
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bepeg4d
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caseyhupke wrote:Any info on when Mac/Pc network rendering will hit? It's supposed to be in 2023 right?
Almost, it should arrive with 2023.2 SDK:
IMG_8646.jpeg
ciao,
Beppe
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Kalua
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Thanks for the update!
For some reason I can't access license with this build.
Previous installed versions are working fine. But this one is not.
Attachments
Screenshot 2023-08-06 101400.jpg
C4D 2025.1.1 Octane 2025.2.1 v1.5.1, <<2 X 3090 + NVlink>>, Windows 10, X399, AMD TR 1950X, 128 GB RAM, NVIDIA SD 552.22
https://www.behance.net/PaperArchitect
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bepeg4d
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Kalua wrote:Thanks for the update!
For some reason I can't access license with this build.
Previous installed versions are working fine. But this one is not.
Hi,
about Beta 2 activation, I've written you a Private Message.

ciao,
Beppe
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SSmolak
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Clipping material issue ( custom ray epsilon 0.000001 )
clipping.jpg
I noticed that this can be resolved by lowering main renderer epsilon but it mean that Custom Ray Epsilon in Clipping Material doesn't work correctly.

I was always curious why Metallic Layer in Universal Material doesn't have amount parameter after connecting texture to it like other layers ? Can we have "amount" for Metallic too ?
Architectural Visualizations http://www.archviz-4d.studio
john_otoy
OctaneRender Team
Posts: 249
Joined: Tue Aug 10, 2021 9:38 pm

OctaneRender 2023.1 Beta 3 has been released: viewtopic.php?f=33&t=82021
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SSmolak
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Denoiser doesn't work with render/film region
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john_otoy
OctaneRender Team
Posts: 249
Joined: Tue Aug 10, 2021 9:38 pm

SSmolak wrote:Denoiser doesn't work with render/film region
It works in the attached test. Please provide an ORBX where you are seeing the problem occur.
Attachments
denoise_region_test_001.ocs
(60.62 KiB) Downloaded 104 times
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SSmolak
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john_otoy wrote:
SSmolak wrote:Denoiser doesn't work with render/film region
It works in the attached test. Please provide an ORBX where you are seeing the problem occur.
I will check again but I found more important issue - Denoiser completely doesn't work with clipped materials - it render them as transparent :

Main :
main.png
with Denoiser :
Denoiser.png
It works fine only when Alpha Channel is enabled in Kernel settings and Custom Ray Epsilon is disabled in Clipped Material.
Architectural Visualizations http://www.archviz-4d.studio
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