OctaneRender® 2026.1 Beta 2 [current 2026]

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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mojave
OctaneRender Team
Posts: 1380
Joined: Sun Feb 08, 2015 10:35 pm

Hi all,

We are excited to bring you the second beta of Octane 2026.1, which we are hoping will be the last one before the 2026.1 stable release.

This build includes a number of fixes many of which were reported by you, so thanks all again for your continuous support in improving Octane.

This also includes the first versions of Octane with internationalization support, currently adding support for Simplified Chinese. We are planning to release these as separate builds, however Studio+ licenses currently allow you access to both and they are both interoperable when using network rendering.

As with all experimental builds, we advise to not use this release for production purposes. We cannot guarantee that scenes saved with this version will be compatible in future releases, but we are trying our best to maintain this compatibility regardless. Please keep in mind that changes are still being made daily although this build already includes pretty much every single feature that will be shipped in the 2026.1 release.

Image

Important notes:
  • The minimum NVIDIA driver version required has been raised to R535 (R572 for GeForce RTX50 series).
  • The minimum version of macOS required is 14.5.

Changes since 2026.1 Beta 1

Improvements
  • Optimized this version's rendering performance for NVIDIA devices for all supported compute models.
  • Improved output displayed with --help when running via the command line.
  • OpenPBR metallic mode now supports edge tinting from the specular_color input.
Resolved issues
  • Fixed application crash upon initializing Octane in some scenarios.
  • Fixed application crash when using an image tiles node with a grid size that is 1 wide or high, and some tiles are empty.
  • Fixed issue which may prevent Octane from starting.
  • Fixed CUDA error when nested dielectrics were disabled in scenes with Gaussian splats.
  • Fixed issue on maCOS affecting M1/M2 devices causing non-triangle primitives not to be displayed.
  • Fixed error when enabling network rendering with NRC enabled. The current behavior is that NRC is for local rendering only and will disable network rendering if it is being used.
  • Fixed application crash when calling the LUA function octane.render.setDevicesActivity without some arguments.
  • Fixed application crash when a render was stopped when using multi-GPU setups and NRC.
  • Fixed some changes to input texture on new displacement not causing updates.
  • Fixed issue causing holes in new displacement especially at higher map resolutions.
  • Fixed incorrect UVs on surface intersections when using new displacement.
  • Fixed bright edges on round objects with a specular materials using energy preserving GGX.
  • Fixed MaterialX nodes splittp, ramptb and ramp4 being vertically flipped
  • Fixed MaterialX nodes randomfloat and randomcolor integer input value type
  • Fixed OpenPBR Transmission consideration of scattering, absorption and anisotropy.
  • Fixed OpenPBR Specular missing for pure Transmission or Subsurface
  • Fixed OpenPBR node replacement with Standard Surface to better carry over Coat and Thin Film inputs
  • Fixed some aspects of OpenPBR Subsurface support to better match the standard and better respond to anisotropy.
  • Fixed application crash happening when an input for a virtual texture had a compressed format.
  • Fixed unexpected colors in virtual textures if they are built from images with different color types.
  • Fixed virtual textures becoming black when enabling denoising
  • Fixed settling of LOD data which often took a long time to settle or didn't settle at all.
  • Fixed performance regression rendering some Vectron data.
  • Fixed issue causing the USD importer to terminate before loading all elements.
  • Fixed issue that would cause the splash screen not to be displayed when opening an ORBX/OCS file via the command line.
Other changes
  • Removed GPU headroom setting on macOS.
  • Info AOVs are now rendered while LOD data (meshlets / virtual textures) is settling and if you display them in the viewport. This avoids displaying just a grey image while you are making changes to the scene (e.g. move your camera).
Lua API
  • The pin name of P_EFFECTS has been changed from "effects " to "effects" (remove trailing space).
  • Added octane.caches.getMeshletCacheFileName() to determine the file path of the meshlet cache file from a mesh node.
  • Added octane.caches.clearMeshletCacheFilesForId() to delete all meshlet cache files for a given meshlet mesh ID that are currently not in use.
  • octane.image.compress() raises an error if compressing the image fails
  • octane.image.convert() raises an error when conversion is not possible
  • octane.image.convert() can convert between compressed image formats and uncompressed image formats.
Downloads

Studio+ Subscription Users Downloads

OctaneRender Studio+ 2026.1 Beta 2 Standalone for Windows (installer)
OctaneRender Studio+ 2026.1 Beta 2 Standalone for Windows (ZIP archive)
OctaneRender Studio+ 2026.1 Beta 2 Standalone for Linux

OctaneRender 2026.1 Beta 2 Standalone for macOS

OctaneRender Studio+ 2026.1 Beta 2 Node for Windows (installer)
OctaneRender Studio+ 2026.1 Beta 2 Node for Windows (ZIP archive)
OctaneRender Studio+ 2026.1 Beta 2 Node for Linux

Simplified Chinese Support Downloads

OctaneRender Studio+ 2026.1 Beta 2 (Chinese) Standalone for Windows (installer)
OctaneRender Studio+ 2026.1 Beta 2 (Chinese) Standalone for Windows (ZIP archive)

OctaneRender Studio+ 2026.1 Beta 2 (Chinese) Node for Windows (installer)
OctaneRender Studio+ 2026.1 Beta 2 (Chinese) Node for Windows (ZIP archive)

Happy rendering
Your OTOY team
J.C
Licensed Customer
Posts: 1870
Joined: Thu May 13, 2010 6:35 pm
Location: Wrocław

Hi,
thanks for the new build.

I've tried new displacement and there are few issues:
- there is no old texture displacement
- viewport performance very bad eg. a mesh with displacement renders with 3 fps and without 40fps
- rendering performance is 4 times slower with displacement enabled
- when quality is set to normal there is no displacement at all
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
DinoMuhic
OctaneRender Team
Posts: 215
Joined: Wed Mar 25, 2015 10:24 pm

J.C wrote: Wed Nov 19, 2025 7:52 pm Hi,
thanks for the new build.

I've tried new displacement and there are few issues:
- there is no old texture displacement
- viewport performance very bad eg. a mesh with displacement renders with 3 fps and without 40fps
- rendering performance is 4 times slower with displacement enabled
- when quality is set to normal there is no displacement at all
"Normal" is the old texture displacement.
J.C
Licensed Customer
Posts: 1870
Joined: Thu May 13, 2010 6:35 pm
Location: Wrocław

DinoMuhic wrote: Fri Nov 21, 2025 10:55 am "Normal" is the old texture displacement.
Normal does not do anything in Beta 2 build. Are there any additional steps to make it work?
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
john_otoy
OctaneRender Team
Posts: 257
Joined: Tue Aug 10, 2021 9:38 pm

J.C wrote: Tue Nov 25, 2025 11:19 am
DinoMuhic wrote: Fri Nov 21, 2025 10:55 am "Normal" is the old texture displacement.
Normal does not do anything in Beta 2 build. Are there any additional steps to make it work?
The "normal" quality (old texture displacement) only works with image nodes (or baking texture). If you still can't get it to working, please provide a simple orbx and we'll take a look at it.
User avatar
nuno1980
Licensed Customer
Posts: 796
Joined: Sat Dec 18, 2010 10:04 pm

J.C wrote: Wed Nov 19, 2025 7:52 pm Hi,
thanks for the new build.

I've tried new displacement and there are few issues:
- there is no old texture displacement
- viewport performance very bad eg. a mesh with displacement renders with 3 fps and without 40fps
- rendering performance is 4 times slower with displacement enabled
- when quality is set to normal there is no displacement at all
Same issue for me. :) Try older version to v2025.2.1 or lastest v2025.x for be normal until fixed issue in next v2026.x. ;)
--Learns/tips before buy my image:
PT vs PHT kernels - spp nrs
Caustics at PT
TRUE spec materials w/ dispersion

//
NOTE: Sorry, my bad English for mute ;)
//

i7-12700KF
32GB DDR4@3600
GF RTX 4090 <3 :mrgreen:
NEW ViewSonic XG2431 24" :D
J.C
Licensed Customer
Posts: 1870
Joined: Thu May 13, 2010 6:35 pm
Location: Wrocław

john_otoy wrote: Tue Nov 25, 2025 3:00 pm
J.C wrote: Tue Nov 25, 2025 11:19 am
DinoMuhic wrote: Fri Nov 21, 2025 10:55 am "Normal" is the old texture displacement.
Normal does not do anything in Beta 2 build. Are there any additional steps to make it work?
The "normal" quality (old texture displacement) only works with image nodes (or baking texture). If you still can't get it to working, please provide a simple orbx and we'll take a look at it.
Right, this works with image nodes or baking texture only.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
tombyrom
Licensed Customer
Posts: 81
Joined: Fri Dec 15, 2023 9:26 am

Thanks for fixing the UV displamcent issue! Now we can test it out properly.

It wasn't noted in patch notes but thanks for adding 16k displacement map! This is really useful for large landscapes whether using the old method or eventually the new one

Any news on whether the new displacement will eventually work outside of mesh uv projection?
john_otoy
OctaneRender Team
Posts: 257
Joined: Tue Aug 10, 2021 9:38 pm

OctaneRender 2026.1 has been released: viewtopic.php?t=85315
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