Thanks for the new update. The new realitime viewport is pretty cool!
I've noticed few issues in this build.
1. When RT is enabled Batch Rendering is not possible.
2. With RT is enabled hair and materials with Subsurface Scattering are getting blurry and lose a lot of details.
3. With RT the blurry DOF effects flicker and are quite noisy.
4. With RT the Octane compositor is nor rendering properly.
OctaneRender® 2027.1 Alpha 3 [current 2027]
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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.
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.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
System – Windows 11
My Behance portfolio, Blender plugin FB support group
We have fixed 4 and made some improvement to 3, but the changes didn't get released in time with the build. We will look into 1 shortly, 2 is somewhat of a limitation with the real time denoiser but we can investigate what can be improved, this is something we will continue to do even past the 2027.1 stable.J.C wrote: Sun Sep 27, 2026 6:51 pm Thanks for the new update. The new realitime viewport is pretty cool!
I've noticed few issues in this build.
1. When RT is enabled Batch Rendering is not possible.
2. With RT is enabled hair and materials with Subsurface Scattering are getting blurry and lose a lot of details.
3. With RT the blurry DOF effects flicker and are quite noisy.
4. With RT the Octane compositor is nor rendering properly.
- Interfaces

- Posts: 214
- Joined: Mon Jun 27, 2011 9:41 am
- Location: FRANCE
Thank you for the updates. When is the Gaussian Splatting 3D export planned to be released?
I also noticed that "Filter size" setting in Kernel options is not taking any effect with RT enabled.
btw.
I have also issue with "Polarization intensity" in camera settings. I can't see any effect when it is enabled.
btw.
I have also issue with "Polarization intensity" in camera settings. I can't see any effect when it is enabled.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
System – Windows 11
My Behance portfolio, Blender plugin FB support group
It is being implemented and still planned for the 2027 release year cycle.Interfaces wrote: Wed Sep 30, 2026 2:29 pm Thank you for the updates. When is the Gaussian Splatting 3D export planned to be released?
This behavior of filter size with real time is expected because it affects the jittering pattern and can break the temporal reprojection (denoiser) in an unexpected way, and so in real-time mode it takes over the pixel filtering step to get a consistent reprojection in order to get a more stable denoising behavior.J.C wrote: Wed Sep 30, 2026 3:49 pm I also noticed that "Filter size" setting in Kernel options is not taking any effect with RT enabled.
btw.
I have also issue with "Polarization intensity" in camera settings. I can't see any effect when it is enabled.
What issue are you having with polarization intensity? Is it with real-time mode?
There is no effect weather real-time is enabled or not. Can you provide a working example?wallace wrote: Wed Sep 30, 2026 5:46 pm
What issue are you having with polarization intensity? Is it with real-time mode?
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
System – Windows 11
My Behance portfolio, Blender plugin FB support group
Hello.
I tested Polarization filter of camera and this filter can work the calcite (example) but this filter cannot:
- sky light (daylight environment)
- reflected water (new material), if we use orange sunglasses (new material), we rotate its by -90º or +90º to invert the color reflection for reflected water from orange to blue.
- ...
But except diffuse caustics doesn't have polarized - this is correct.
Best regards.
I tested Polarization filter of camera and this filter can work the calcite (example) but this filter cannot:
- sky light (daylight environment)
- reflected water (new material), if we use orange sunglasses (new material), we rotate its by -90º or +90º to invert the color reflection for reflected water from orange to blue.
- ...
But except diffuse caustics doesn't have polarized - this is correct.
Best regards.
Last edited by nuno1980 on Thu Oct 01, 2026 9:27 pm, edited 1 time in total.
--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 ACER Predator XB273U F5 27"
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 ACER Predator XB273U F5 27"
This currently happens by design. The Physical Optics material always has a minimum effective roughness, even when diffraction is disabled, so it does not produce a perfectly delta response.nuno1980 wrote: Fri Sep 25, 2026 11:13 am
Wrong zero roughness on Physical optics material despite disabled diffraction:
True zero roughness on Specular material:
We’ll look into the feasibility of extending it to support a true delta response.
