OctaneRender® 2023.1 Beta 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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haze
OctaneRender Team
Posts: 1003
Joined: Sun Feb 08, 2015 8:57 pm

Hi all,

This is the third beta of 2023.1, and we are expecting the next release to be the first stable 2023.1.

As before, for macOS, we strongly recommend you use at least version 13.3 or preferably newer.

Changes since 2023.1 Beta 2
  • Fixed a case where rays became invalid. If a scene has invalid vertex normals, those tend to propagate all over the place including into the generation of secondary rays. By falling back to the face normals in those cases we work around this problem.
  • Renamed the "Composite texture layer switch" node to "Texture layer switch".
  • Fixed the composite texture layer switch node selection no longer updating after an invalid switch index is selected.
  • Fixed crash during shutdown of the net render node.
  • Fixed film region size being locked to 1024x512 if the region size pin is disconnected. It should now cover the film up to the bottom right corner, which can only be done by maxing out the region size.
  • Fixed output AOVs being composited before info passes are ready.
  • Fixed inconsistency between CUDA and Mac when sampling mix materials with different opacities.
Downloads

Downloads for Studio+ subscription users:

OctaneRender Studio+ 2023.1 Beta 3 Standalone for Windows (installer)
OctaneRender Studio+ 2023.1 Beta 3 Standalone for Windows (ZIP archive)
OctaneRender Studio+ 2023.1 Beta 3 Standalone for Linux
OctaneRender 2023.1 Beta 3 Standalone for macOS

OctaneRender Studio+ 2023.1 Beta 3 Node Windows (installer)
OctaneRender Studio+ 2023.1 Beta 3 Node for Windows (ZIP archive)
OctaneRender Studio+ 2023.1 Beta 3 Node for Linux

Happy rendering
Your OTOY team
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

AI light renders octane lights very well and fast but it has hard time denoising mesh lights and vdb lights like fire. Maybe AI light needs more training with mesh emitters and vdb emitters?
J.C
Licensed Customer
Posts: 1850
Joined: Thu May 13, 2010 6:35 pm
Location: Wrocław

Hi, thanks for the build! I've been trying to get the light beams in post processing working but I can't get them to work. Could you provide a working example?

edit:
I made it work.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
J.C
Licensed Customer
Posts: 1850
Joined: Thu May 13, 2010 6:35 pm
Location: Wrocław

I've came across an issue with quad and disc Analytic light. It produces very short beam when Light beam is enabled. The visible beam is also very noisy.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
elsksa
Licensed Customer
Posts: 784
Joined: Sat Jul 24, 2021 1:06 am

J.C wrote: edit:
I made it work.
Could you share how?
I've done all the correct steps and can't get it. Enabled the relevant options, light is rather small, nothing. I'd be surprised if I missed a step somewhere as I triple checked it all.
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SSmolak
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Joined: Sat Feb 07, 2015 5:41 pm
Location: Poland
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Transparent ( high thin wall transmission ) materials like glass have visible shadows in AOV shadow pass :
shadows on transparent glass.png
even with disabled shadow visibility in object tag. Only way to get rid of the shadows in shadow pass is to disable "S"un in object light pass mask
Architectural Visualizations http://www.archviz-4d.studio
J.C
Licensed Customer
Posts: 1850
Joined: Thu May 13, 2010 6:35 pm
Location: Wrocław

elsksa wrote:
J.C wrote: edit:
I made it work.
Could you share how?
I've done all the correct steps and can't get it. Enabled the relevant options, light is rather small, nothing. I'd be surprised if I missed a step somewhere as I triple checked it all.
Use directional or sun light. Enable "Use in post volume" in light properties. Turn on light beams effect in Post processing volume settings.
light beams.jpg
Attachments
fog2023_test3.orbx
(4.88 MiB) Downloaded 117 times
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Hi,
Does RTX Acceleration work in 2022.1.1 for 3ds max?

Complex scenes without RTX 1 min per frame.
With RTX 1 min 12 seconds. Not sure what's the point of it. All cards are 2090ti and above.


The same problem with denoising . Denoise ON COMPLETION render time is twice longer even though it is on completion.

AI lights problem octane native lights get noise free quick but mesh emitters no difference.


Using the latest nvidia studio drivers
sethRichardson
Licensed Customer
Posts: 95
Joined: Thu Feb 27, 2014 2:16 am

Seems like bump mapping in Octane is having some issues.

Beta 2 seems to work better.

Here is a example between redshift and octane with a noise bump ran through a triplanar (seems to cause the issue).

Redshift maintains bump detail far far better even at a very small scale.

Octane falls apart and creates weird shading artifacts and loses bump details.
octanebumplul.png
As per usual scaling the scene up from its real world size to the size of a truck seems to work. Except for the fact you break everything else material wise and asset wise thats all based on real world scales.

Please look into this, it seems to be a re-occurring issue within octane.
Last edited by sethRichardson on Fri Sep 15, 2023 8:53 pm, edited 1 time in total.
john_otoy
OctaneRender Team
Posts: 245
Joined: Tue Aug 10, 2021 9:38 pm

sethRichardson wrote:Seems like bump mapping in Octane is having some issues.
Please PM me with an ORBX so we can take a look.
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