OctaneRender® 2027.1 Alpha 1 [current 2027]

A forum where development builds are posted for testing by the community.
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PolderAnimation
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wallace wrote: Tue Mar 31, 2026 12:35 am
PolderAnimation wrote: Mon Mar 30, 2026 11:14 am Question about AI Light 2.0.
I noticed that when using AI Light 1.0 over the past year, it does not work very well in scenes with moving lights or where lights turn on and off.

Will AI Light 2.0 handle animated lights better?
Can you be more specific? Not really sure what do you mean by does not work very well, is it a speed issue or is it a noise issue?

AI light 2.0, despite its name, is a complete overhaul, so it would be behave quite differently.
Yeah it was a bit none specific but that is because I have not used it sins. In the beginning in octane 2021 I tried it a couple of timings and it was not consistent. If i reminder correctly some lights where very dim in some frames and lit up again after a car passes (I think in combination with emissive textures). Something like that. Either way, my question would be, is it design to work on animated scene with moving lights and animated intensity or is it just for static environments?
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wallace
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PolderAnimation wrote: Tue Mar 31, 2026 8:03 am
Yeah it was a bit none specific but that is because I have not used it sins. In the beginning in octane 2021 I tried it a couple of timings and it was not consistent. If i reminder correctly some lights where very dim in some frames and lit up again after a car passes (I think in combination with emissive textures). Something like that. Either way, my question would be, is it design to work on animated scene with moving lights and animated intensity or is it just for static environments?
That's fine, that description in the second sentence is sufficient.

It's designed for all usage cases, AI light 2.0 is statistically unbiased and consistent, so it is definitely meant to retain the same consistent emission brightness across frames even when lights are switched off and moving across frames.
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PolderAnimation
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wallace wrote: Tue Mar 31, 2026 5:34 pm
PolderAnimation wrote: Tue Mar 31, 2026 8:03 am
Yeah it was a bit none specific but that is because I have not used it sins. In the beginning in octane 2021 I tried it a couple of timings and it was not consistent. If i reminder correctly some lights where very dim in some frames and lit up again after a car passes (I think in combination with emissive textures). Something like that. Either way, my question would be, is it design to work on animated scene with moving lights and animated intensity or is it just for static environments?
That's fine, that description in the second sentence is sufficient.

It's designed for all usage cases, AI light 2.0 is statistically unbiased and consistent, so it is definitely meant to retain the same consistent emission brightness across frames even when lights are switched off and moving across frames.
Thanks for the reply, good to know! will be using it again then! I
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Elvissuperstar007
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Is it possible to add a transparent (alpha) background feature in the dynamic viewport so that the checker grid is not visible?
This will greatly help with color adjustment in interactive mode. I'm surprised this wasn’t integrated from the start.
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Снимок экрана 2026-04-07 182232.png
Снимок экрана 2026-04-07 182206.png
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mojave
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Elvissuperstar007 wrote: Tue Apr 07, 2026 7:27 pm Is it possible to add a transparent (alpha) background feature in the dynamic viewport so that the checker grid is not visible?
This will greatly help with color adjustment in interactive mode. I'm surprised this wasn’t integrated from the start.
Not sure if this would achieve what you want, but you can enable Alpha channel in the kernel settings and set a background image in the render viewport.
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Elvissuperstar007
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You didn’t understand me. I can, for example, open Pinterest in the background and adjust colors by moving the viewport over it to match the reference. Constantly taking screenshots and saving them to the hard drive—especially from Pinterest or, say, an open PDF—is not a workable approach.

For example, in PureRef I can keep everything visible and simply move the window over other applications.
Can I do it like this? No, I can’t.
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linograndiotoy
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coilbook wrote: Thu Mar 19, 2026 10:18 pm Any plans to improve your toon shader where it can render like in blender, almost hand drawn style?
There are several important improvements in the works regarding Toon Shading.

By the way, is it already possible to get the what you're looking for using Octane:

https://www.instagram.com/p/DUImfYuERRX/

https://www.instagram.com/p/DWRlaKCiXjj/

https://www.instagram.com/p/DTfdjFyGHdn/

https://www.instagram.com/p/DWPC0qZjRXi/

https://www.instagram.com/p/DNtJ7ElWP34/?img_index=1

https://www.instagram.com/p/DVit910lF4s/

You'll find more examples on my Instagram profile.

https://www.instagram.com/3danimecreator/
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