OctaneRender® 2023.1.3 [current 2023.1]

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

Hi all,

We are happy to bring you an update to 2023.1.

This version supports all current NVIDIA GPUs with compute model 3.5 or higher. Please make sure to use a NVIDIA Studio driver with version at least 456.38 on Windows or 455.23 on Linux. For macOS please ensure you are running 14.0 or preferably newer.

Changes since 2023.1.2

Improvements
  • New output AOV layer node type "Boost highlights". This can be used before adding bloom/glare to accentuate the bloom/glare on highlights without affecting shadows or midtones too much. This is similar to what cutoff in the post processing node does.
  • Extended OSL support for color2, color4, vector2, vector4, and matrix33 data types to be used in the shader.
  • Added priority input to the toon material and hair material nodes.
  • Added an opacity slider when an "Adjust opacity" output AOV layer node is collapsed in the node inspector.
  • Changing the checkpoint name on Save/Load/Discard output AOV layer nodes now takes effect immediately on each typing keystroke.
  • Reduced system memory usage in cases where the same displacement map is used more than once.
  • Scenes with a lot of triplanar maps with all inputs connected to the same texture node, will start rendering faster.
Fixes
  • Back-facing geometry is now shaded the same as front-facing geometry when a toon material is used.
  • Fixed incorrect shadow cast by clipping material onto toon materials.
  • Fixed issue potentially causing render hangs or errors.
  • Fixed incorrect hair shading that was not symmetric along the visual hair axis.
  • Fixed analytic lights with sphere radius of 0 producing artefacts.
  • Fixed compositor not working right when subsampling is enabled.
  • A directional light's translation and scaling components (from its transform) will now be used to move/expand/shrink for more flexible light beam coverage.
  • Fixed the non-matching light beam coverage when the source light is not squared.
  • Fixed the square shape issue on light beams.
  • Fixed the gap between the light source surface and the light beam's head.
  • Fixed OSL cameras using spectrum operators like _gaussian() on macOS.
  • Fixed possible invalid code generation on macOS when using structs containing arrays.
  • Fixed issues where the image device set in preferences could be disabled for rendering, particularly in Prime builds.
  • Fixed shadow artefacts on small-scaled geometries when an analytic light is sampled for lighting.
  • Fixed light leak on bumped normals' surfaces when an analytic light is sampled.
  • Fixed incorrect rendering of medium opacity in the info channel kernel if the camera is inside an object with a scattering medium.
  • Made clipping material normals in the info channel kernel consistent with all other kernels. I.e. now they always keep the normals of the clipping geometry in all kernels, instead of flipping them (only) in the info channel kernel.
  • Solved the noisy appearance in postfx media pass/result when the camera has depth of field effects.
  • Fixed changes in appearance when adding a clipping material or changing material settings like nested dielectric priority, due to Octane enabling the nested dielectric tracking. You can now use clipping materials while having nested dielectrics disabled in the kernel settings.

    Before this change, the renderer will switch to nested dielectrics enabled mode if a scene contains clipping materials. If you have a scene containing clipping materials that looks different due to this change, enable nested dielectrics in the kernel settings.
  • Fixed incorrect clipping of a back-facing transparent material inside a clipping material with a lower priority.
  • Removed Activation Status dialog for Octane X.
  • Fixed image filtering in the viewport on macOS resulting in blurry or jagged edges depending on zoom level.
  • Fixed shadow terminator correction when looking at the backside of surfaces.
  • Fixed "mismatching barriers" error when using NVLink and denoiser when only one device is enabled for denoising.
  • Fixed hang when using real time mode with NVLink GPU peering.
  • Fixed possible crash when using a scene file if one of the referenced VDB files is missing.
  • Fixed a potential incorrect result with CUDA after changing geometry when the camera is inside a volume.
  • Fixed incorrect result on macOS in some cases when the camera is inside a volume.
  • Fixed transforms between object space and world space in OSL shaders (eg. transform("world", "object", P)), when used in input channels of medium nodes connected to volumes.
  • Prevent the composite texture "Chromaticity" and "Luminosity" blend modes from producing a bright green result if the chromaticity layer input to these blend modes is black.
  • Resolved an issue where the denoiser would hang if a render region was drawn/enabled during the denoising process.
  • Fixed a crash on macOS when using large resolutions.
  • Fixed various errors caused as a result of low VRAM availability during the scene compilation.
  • Fixed crashes in the file pattern dialog for an image tile node without any files set up.
  • Fixed an invalid pin access error when the subsurface color input is not connected on the Standard surface material.
  • Fixed an issue where Octane could hang during the denoising process.

Downloads

Studio+ Subscription Downloads

OctaneRender Studio+ 2023.1.3 Standalone for Windows (installer)
OctaneRender Studio+ 2023.1.3 Standalone for Windows (ZIP archive)
OctaneRender Studio+ 2023.1.3 Standalone for Linux

OctaneRender Studio+ 2023.1.3 Node for Windows (installer)
OctaneRender Studio+ 2023.1.3 Node for Windows (ZIP archive)
OctaneRender Studio+ 2023.1.3 Node for Linux

Prime Downloads

OctaneRender Prime 2023.1.3 Standalone for macOS

Demo Downloads

OctaneRender Demo 2023.1.3 Standalone for Windows (installer)
OctaneRender Demo 2023.1.3 Standalone for Windows (ZIP archive)
OctaneRender Demo 2023.1.3 Standalone for Linux

Happy rendering
Your OTOY team
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SSmolak
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Hey, developers you have changed something that OSL doesn't recognize proper object axis !!! It ruins some of the best parallax OSL code like wParallax. It worked fine months ago but now it doesn't work. Rotated object has wrong object axis which OSL code needs. It looks like only world axis is here.

Please repair this ASAP

Here is post from user that found that : viewtopic.php?f=27&t=83593 and I can provide that he have right. It worked fine months ago.
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ricky_otoy
OctaneRender Team
Posts: 289
Joined: Mon Jun 19, 2023 6:34 am

SSmolak wrote:Hey, developers you have changed something that OSL doesn't recognize proper object axis !!! It ruins some of the best parallax OSL code like wParallax. It worked fine months ago but now it doesn't work. Rotated object has wrong object axis which OSL code needs. It looks like only world axis is here.

Please repair this ASAP

Here is post from user that found that : viewtopic.php?f=27&t=83593 and I can provide that he have right. It worked fine months ago.

Which OSL script are you using and when was it working last in Standalone? (and C4d version?)

Please also provide a sample scene ORBX for standalone and a sample for C4d - thx!


This one seems to work in both Standalone 2023.1.3 and 2024.1 Beta 2
jiWindowBox_All_v1_10.osl
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ricky_otoy
OctaneRender Team
Posts: 289
Joined: Mon Jun 19, 2023 6:34 am

Link for reference

OSL Parallax: viewtopic.php?f=27&t=83593&start=10

I take it there is no longer an issue.
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SSmolak
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ricky_otoy wrote:
I take it there is no longer an issue.
Thank you all. It looks like we use different script versions that works little different in C4D and 3D Max. I have updated C4D OSL and I will send it to Art Maknev from wParallax to update also 3D Max version.
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SSmolak
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Mesh to SDF objects are extremely slow to render if Camera Visibility in object tag is turned off.
Architectural Visualizations http://www.archviz-4d.studio
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