OctaneRender® 2026.1 Alpha 1

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PolderAnimation
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That are some very nice features!
Win 10 64bit | RTX 3090 | i9 7960X | 64GB
pixelmonk
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"Neural Rendering Modules and Nodes (experimental): Launch ML and Neural Filters locally or through the Render Network with integrated local and remote neural rendering within the Octane Node Graph." Where are those? I don't see them in 2026.1 Alpha 1.

Image
linograndiotoy
OctaneRender Team
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J.C wrote:
tombyrom wrote:Nice! I just tested the new displacement feature on an RTX 4090, one 8k material from Quixel on a simple imported plane and it completely locks up on anything over a 1024x1024 displacement texture, is that expected currently? The viewport becomes unusable and renders 1 sample every 30+ seconds or more. Memory usage is fine, only using 13gb according to GPUZ
Same issue on my system. The displacement is usable on 1k textures. Everything above starts to slow down viewport considerably.
Old displacement system is really smooth with 8k textures.

Moreover the displacement still breaks the geometry apart.
displacement 2025.png
The new Texture Displacement definitely needs to be optimized, that's a known.

"Octane's texture displacement system is being given a complete overhaul. The quality of the displaced surface, especially with high frequency input data has been much improved. It is also now possible to use OSL textures directly with texture displacement.

The implementation in Octane still has several issues left to solve, including feature interoperability, the Metal implementation, UV mapping, and most importantly, there has been no performance optimizations yet. VRAM consumption in this alpha is far heavier than it will be with the next set of changes. Please also note that you must use a Mesh UV projection in the input texture, at the moment. We are planning for this requirement to be lifted when we get to stable."

About the "broken" geo, you need to specify a proper smoothing angle in the
Settings of the Geometry file node (set the Max Smoothing angle to 90).

Also, I've noticed that using the Cinema 4D noise makes it way faster than using the "standard" Noise Texture.

I think that a global setting to set the max res for all displacement nodes in the scene would be very useful, by the way.
ricky_otoy
OctaneRender Team
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pixelmonk wrote:"Neural Rendering Modules and Nodes (experimental): Launch ML and Neural Filters locally or through the Render Network with integrated local and remote neural rendering within the Octane Node Graph." Where are those? I don't see them in 2026.1 Alpha 1.
That is under: "2026.1 Roadmap: New Features in Active Development"
linograndiotoy
OctaneRender Team
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tombyrom wrote:Nice! I just tested the new displacement feature on an RTX 4090, one 8k material from Quixel on a simple imported plane and it completely locks up on anything over a 1024x1024 displacement texture, is that expected currently? The viewport becomes unusable and renders 1 sample every 30+ seconds or more. Memory usage is fine, only using 13gb according to GPUZ
Yes, it is expected (from the main post):

"The implementation in Octane still has several issues left to solve, including feature interoperability, the Metal implementation, UV mapping, and most importantly, there has been no performance optimizations yet. VRAM consumption in this alpha is far heavier than it will be with the next set of changes. Please also note that you must use a Mesh UV projection in the input texture, at the moment. We are planning for this requirement to be lifted when we get to stable."

It's still in development, but very impressive already:

https://www.instagram.com/p/DDEr5JWtmOt ... BiNWFlZA==
J.C
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linograndiotoy wrote:
About the "broken" geo, you need to specify a proper smoothing angle in the
Settings of the Geometry file node (set the Max Smoothing angle to 90).
No matter what smoothing mode or angle you apply new displacement explodes the box geometry.
On the other hand old texture displacement works properly.

Here is the example file. Is there anything wrong in this setup?
displacement.ocs
(69.57 KiB) Downloaded 44 times
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
linograndiotoy
OctaneRender Team
Posts: 1350
Joined: Thu Feb 01, 2018 7:10 pm

J.C wrote:
linograndiotoy wrote:
About the "broken" geo, you need to specify a proper smoothing angle in the
Settings of the Geometry file node (set the Max Smoothing angle to 90).
No matter what smoothing mode or angle you apply new displacement explodes the box geometry.
On the other hand old texture displacement works properly.

Here is the example file. Is there anything wrong in this setup?
displacement.ocs
It worked for me. Downloading your scene now!
linograndiotoy
OctaneRender Team
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You forgot to include the fbx and the image.
linograndiotoy
OctaneRender Team
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That's what you need to do:
Screenshot 2024-12-02 141451.png
displacement_Lino.ocs
(58.84 KiB) Downloaded 82 times
J.C
Licensed Customer
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Location: Wrocław

With obj file it works properly.
Try with Octane Geometry primitive box or the fbx file exported straight from Blender (attached).
Attachments
box.zip
(3.31 KiB) Downloaded 61 times
Last edited by J.C on Mon Dec 02, 2024 3:08 pm, edited 1 time in total.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
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