I'm running into what I think is a bug I wanted to share. Blender 5.0.1, latest plug in. MacOS 26.2
Image 1 is using the baking texture node and feeding that into the old texture displacement.
Image 2 is using a the new high quality texture displacement map.
(Though this is really just an issue with the new high quality displacement).
From my limited knowledge, it looks like the rays are just stopping.
I've exported the file as an .orbx file and tried it in Octane X Prime 2026.1 Beta 1. standalone and get the same results.
Nested Dielectrics w/ new Displacement
Forum rules
Before posting a bug report, please check the following:
1. That the issue has not already been disclosed
2. That the issue is specific to this plugin, and not Octane in general (Try reproducing it in Standalone)
Bugs related to the Octane Engine itself should be posted into the Standalone Support sub-forum.
All bug reports should include the information below, along with a detailed description of the issue and steps to reproduce it.
A. Operating System, including version (i.e. Win 7, OSX 10.11.2, Ubuntu 14.04, etc.)
B. Graphics Card(s) model (i.e. GTX 580 - 3GB, TITAN, etc.)
C. RAM Capacity (i.e. 6 GB)
D. Nvidia driver version (i.e. 7.50, 7.5.22)
E. OctaneRender Standalone version, if installed (i.e. 2.24.2, 2.23, etc.)
F. OctaneRender plugin version (i.e. v2.25 - 2.21)
G. Host application version, including build number if available (i.e. 3ds Max 2016 Build 18.0)
Before posting a bug report, please check the following:
1. That the issue has not already been disclosed
2. That the issue is specific to this plugin, and not Octane in general (Try reproducing it in Standalone)
Bugs related to the Octane Engine itself should be posted into the Standalone Support sub-forum.
All bug reports should include the information below, along with a detailed description of the issue and steps to reproduce it.
A. Operating System, including version (i.e. Win 7, OSX 10.11.2, Ubuntu 14.04, etc.)
B. Graphics Card(s) model (i.e. GTX 580 - 3GB, TITAN, etc.)
C. RAM Capacity (i.e. 6 GB)
D. Nvidia driver version (i.e. 7.50, 7.5.22)
E. OctaneRender Standalone version, if installed (i.e. 2.24.2, 2.23, etc.)
F. OctaneRender plugin version (i.e. v2.25 - 2.21)
G. Host application version, including build number if available (i.e. 3ds Max 2016 Build 18.0)
- Attachments
-
- nesteddielectrics.blend
- (10.21 MiB) Downloaded 12 times
- linograndiotoy

- Posts: 1453
- Joined: Thu Feb 01, 2018 7:10 pm
Texture Displacement (old and new) are not very good friends with transparency right now. My advice is to use Vertex Displacement in this case.
!!CAUTION due to excessive VRAM size!!: If you have enabled "Neural radiance cache" on since OR 2026.x, do NOT increase "Max. samples:" to ~30 or more nor "Max. tile samples:" to 32 or more in kernel settings. Otherwise, if you want 100 or more samples per pixel and/or 128 tile samples as maximum, you should disable "Neural radiance cache".
--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
NEW ViewSonic XG2431 24"
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
NEW ViewSonic XG2431 24"
Good day.
Amazing news!!
Do you adore this screenshot?
But the true dispersion is required for all specular materials due to the real world.
But new OR 2026.2 plugin will be coming in this or next week! 
Best regards.
Amazing news!!
Do you adore this screenshot?
Best regards.
--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
NEW ViewSonic XG2431 24"
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
NEW ViewSonic XG2431 24"
