OctaneRender® 2024.1 Beta 1

A forum where development builds are posted for testing by the community.
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J.C
Licensed Customer
Posts: 1850
Joined: Thu May 13, 2010 6:35 pm
Location: Wrocław

haze wrote:We are working hard on all of this. At the moment, there are some very large features in development, aimed at 2025.

We are planning to make some preview releases in the next couple of months of 2025. Unsure at this stage whether there would be a closed beta or public one.
Dear developers, are you skipping 2024?
https://home.otoy.com/octane2024/
2024.jpg
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
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haze
OctaneRender Team
Posts: 1003
Joined: Sun Feb 08, 2015 8:57 pm

I realised I said 2025, but actually meant *version* 2025.

The plan is to make some preview releases of version 2025.1 soon.
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Kalua
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Posts: 530
Joined: Fri Oct 11, 2013 2:13 am
Location: Caribbean Sea
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haze wrote:I realised I said 2025, but actually meant *version* 2025.

The plan is to make some preview releases of version 2025.1 soon.
Do you think 2025 will take same amount of time to get it to Stable?
Not much time to use features on a production pipeline, unless stabilizing 2025 will be long like this one.
Regards,
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
https://www.behance.net/PaperArchitect
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Hi Otoy,

Can you please automate or rewrite the sampling rate system for lights and light-emitting meshes? (By the way, AI light works well with octane lights and NOT with light-emitting meshes ) The system should know what lights or mesh-emitting lights need a higher sampling rate or less. When a scene has lots of lights and imported light emitting meshes with different sampling rates (older scenes needed different values therefore they are not set to 1 anymore), it becomes impossible to keep the lights balanced and clean. The sampling rate should be phased out.


Example:
10 lights were created. 5 lights had a sampling rate changed to 100 due to noise (who knows why not 50 or 200?). (Are we supposed to visually decide what number?
Then some glowing mesh was imported. Too noisy. The sampling rate is now 500 for the mesh.
Later, new lights were made, but they have specularly noisy material around them. Let's set them to 2000, even though who knows what the best number is not to waste resources.
Then the scene was reopened four months later, and no one remembers what light has what sampling rate. More lights were added, and they are noisy. They are set to 3000 (just because there are no rules with sampling rate), but then the first lights with 100 sampling rates later show up noisy. It is a mess.
I think with advancements in AI and hardware/software, we should just click "render" and all our lights will be noise-free.

Thanks 
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Despot
Licensed Customer
Posts: 130
Joined: Tue Jan 10, 2017 3:19 pm

J.C wrote:
haze wrote:We are working hard on all of this. At the moment, there are some very large features in development, aimed at 2025.

We are planning to make some preview releases in the next couple of months of 2025. Unsure at this stage whether there would be a closed beta or public one.
Dear developers, are you skipping 2024?
https://home.otoy.com/octane2024/
2024.jpg
Can someone from Otoy confirm or deny whether the Unreal 'style' decal system will be added in core as per the roadmap shown ? I'm assuming 'in core' means Standalone ?

I have already asked Jules Urbach this question and he signposted me here...
john_otoy
OctaneRender Team
Posts: 245
Joined: Tue Aug 10, 2021 9:38 pm

OctaneRender 2024.1 Beta 2 has been released: viewtopic.php?f=33&t=83653
J.C
Licensed Customer
Posts: 1850
Joined: Thu May 13, 2010 6:35 pm
Location: Wrocław

haze wrote:I realised I said 2025, but actually meant *version* 2025.

The plan is to make some preview releases of version 2025.1 soon.
What about the features that were planned for 2023 and 2024?
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
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