OctaneRender® pre-Beta 2.41 (win x64) [OBSOLETE]

A forum where development builds are posted for testing by the community.
Forum rules
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.
Post Reply
User avatar
radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

Hi everyone,


Refractive Software® is proud to announce the availability of the second beta 2.41 CUDA 3.2 testing release.
This release is built against the latest Nvidia CUDA 3.2 toolkit.

NOTE: This is the 2nd 2.4 testing release, available for windows x64, and if no major issues are found, we will add packages for other platforms.


IMPORTANT NOTE: Regarding CUDA toolkit use and Multi-GPU support

During our migration to cuda 3.2 we have noticed that due to changes to the CUDA toolkit by NVIDIA,
our approach to multi-gpu rendering on Geforce products has been handicapped.
As a result using more than one GPU with a CUDA 3.2 release does not offer a speed increase.

We are rewriting the multi-gpu feature to resolve this issue, also adding some new features,
so as an intermediate solution we will be supplying both CUDA 3.2 and CUDA 3.0 solutions.

CUDA 3.0: Correctly functioning multi-gpu support, but using 2/3rd of the cores of GTX460 and GTX5xx cards.
CUDA 3.2: Correct use of all the GTX460 and GTX5xx cores, and support for newer drivers.

Provided below is an initial Windows x64 CUDA 3.2 build. If no major issues are found we will release a CUDA 3.0 build shortly after,
and releases for Windows 32bit, Linux and Apple Mac OS X.



Please note this version requires you to enter your OctaneLive® license information. These can be found as explained here:
http://www.refractivesoftware.com/forum ... =24&t=3095

New Features and fixes since the first 2.4 windows x64 release

Code: Select all

- higher precision for edit fields of float texture nodes (for example roughness of specular materials)
- made alpha channel output work for all resolutions
- made alpha shadows work for mesh emitters, too
- (internal) during the construction of a new project, all split and work panes got added twice to the node graph. that's fixed now.
- added project file name to window title bar
- the current project directory and file name is now updated in all situations (which wasn't the case before)
- 2D viewport zoom/pan while viewport is locked is possible now
- fixed not working inverse zoom
- fixed placement of zoomed viewport to lock correctly to the mouse
- MTL material names are now made unique while loading, non-unique material names in OCs files caused a lot of confusion while loading and then later incorrect behaviour in Octane

New Features and fixes since pre-2.3 v5

Code: Select all


RENDERER

- Black vertical areas on GTX460 and GTX5xx cards is fixed.
- Alpha Channel output support
- Alpha mapped material now cast correct shadows. (Only pathtracing integrator currently, can be enabled/disabled in pathtracing kernel options. If not needed, switch it off for slightly better performance)
- Gradient Mapping Node for more advanced procedural materials
- Shift lens option with configurable X and Y offset in camera (Usefull for architectural renderings)
- Opacity channel value of zero could crash the engine, which is now fixed.
- Crash when creating a new file while activating a node is fixed.
- Display of correct amount of cores used for GTX460 and GTX5xx series cards.

USER INTERFACE

- Node Graph Editor can be panned to edit large node networks
- Tooltips that display nodepin names when hovering over them. Hover with the mouse over the pin icon in the Node Inspector and you will see the name of the input pin.
- Node Inspector panel is compactified for better use of screen real-estate, and uses a fixed width on all displays.
- Render Preview Configuration preview buttons have been moved to the top of the Node Inspector panel to make better use of screen real-estate.
- Lock button to lock renderviewport during rendering.
- OBJ MTL use of textures with alphachannel will create an alphatexture node on the material's alphatexture channel.
- Bug where some nodeconnections are not drawn is fixed
- Nodepin connection bugs fixed which would cause assert errors and crashes 
- Moving a node in the node graph editor rebuilds the node system and restarts the render process, is fixed.
- Recenter view button added to reset the image view in the render viewport, and the pannable nodegraph view.

IO / CONTROL

- Material relinking and emitter relinking from plugins bug is fixed.
- Image, FloatImage and AlphaImage textures now have a reload button to release an image in use.
- command line -g flags causing a crash is fixed.
- Selecting a different device in the CUDA device info dialog, throws an assert, is fixed.
- load 2 mesh nodes, select one then other causes crash, is fixed.
- Command line width and height flags maximum raised from 4096 to 8192.


How to connect to OctaneLive® through a firewall/router

If you have a firewall/router, and you cannot log into the octanelive® service (eg, the server cannot be contacted),
configure your firewall or router to allow outbound connections to the URL named 'live1.refractivesoftware.com'.


CUDA drivers/toolit requirements

To use this release you should install the latest Nvidia drivers for your GPU.
It was built with and tested with:

* NVIDIA CUDA SDK v3.2
* NVIDIA Display Driver: 260.99 (From main nvidia download page)



Download


MS Windows

ZIP file archives:
CUDA 3.2: 64bit: http://www.refractivesoftware.com/rcdow ... cuda32.zip ( 35 MB)
32bit: Coming soon


GNU/Linux

gzipped/tar archives:
64bit: Coming soon


Apple Mac OS X (10.5/6)

Installer package:
32bit: Coming soon


Please post your experiences and issues with this release in this thread.
Your help is much appreciated.

Yours,
The OctaneRender® Team.
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
User avatar
oguzbir
Licensed Customer
Posts: 715
Joined: Fri Jun 25, 2010 12:30 am
Contact:

Cheers 8-)
My Portfolio
windows 10 Pro. |1070 + 1070 + 1070 + 1070 | i7 @4.5Ghz
andrian
Licensed Customer
Posts: 641
Joined: Tue Mar 16, 2010 3:48 pm
Location: Bulgaria
Contact:

Nice.. quick update.. What happened with camera flash ??
Vista 64 , 2x Xeon 5440 - 24GB RAM, 1x GTX 260 & I7 3930 water cooled - 32GB RAM, 1 x GTX 480+ 1x8800 GTS 512
CGsociety gallery
My portfolio
My portfolio2 - under construction
Web site
Making of : pool scene - part1
rotorgames
Licensed Customer
Posts: 23
Joined: Sun Jan 09, 2011 6:00 pm

Not supported by 266.58

I Octane hangs when trying to render that either!
Last edited by rotorgames on Wed Jan 19, 2011 7:42 am, edited 1 time in total.
User avatar
abstrax
OctaneRender Team
Posts: 5510
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

rotorgames wrote:Not supported by 266.58
That's strange, because I tried it at work with a GTX 470 and GTX 460. Which graphics card are you using? Which error message/behaviour do you get?

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
rotorgames
Licensed Customer
Posts: 23
Joined: Sun Jan 09, 2011 6:00 pm

abstrax wrote:
rotorgames wrote:Not supported by 266.58
That's strange, because I tried it at work with a GTX 470 and GTX 460. Which graphics card are you using? Which error message/behaviour do you get?

Cheers,
Marcus
Sorry! I was wrong maybe the problem is not the driver! Octane and hangs at 260.99! When you switch rendering just hangs and throws!

GTX460 Windows 7 x64
User avatar
abstrax
OctaneRender Team
Posts: 5510
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

rotorgames wrote:Sorry! I was wrong maybe the problem is not the driver! Octane and hangs at 260.99! When you switch rendering just hangs and throws!

GTX460 Windows 7 x64
Ok, what does that mean? What exactly are you doing and what is happening? Do the demo scenes work ( http://www.refractivesoftware.com/downloads.html )?

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
rotorgames
Licensed Customer
Posts: 23
Joined: Sun Jan 09, 2011 6:00 pm

I'll put the 260.99 and restarted the computer! It worked! I will test further if there are similar problems will show the screenshots!
rotorgames
Licensed Customer
Posts: 23
Joined: Sun Jan 09, 2011 6:00 pm

Tried to load. obj! And Octane immediately hung! I have 2 monitor possible problem with this! Error on the Russian language!
Attachments
it.jpg
User avatar
necko77
Posts: 323
Joined: Thu Jan 21, 2010 11:27 am
Location: Bosnia&Hercegovina

plz Octane team implement this simple wish into nodes

Many times as i work i have a lot of materials on my scenes and its terrible to float over every triangel node to see its name
Can you program nodes like when i select material with material picker i want that node to become red or any other color :) you can choose
I just cant float over every triangle with my mouse to find ount where is right one...im loosing my time
thx


old post image*
Attachments
Image002.jpg
Last edited by necko77 on Wed Jan 19, 2011 9:46 am, edited 1 time in total.
ArchiCad, Blender, Moi3d
GTX 580 3GB
Win 7, 64 Bit
Post Reply

Return to “Development Build Releases”