OctaneRender® 2027.1 Alpha 3 [current 2027]

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J.C
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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.
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wallace
OctaneRender Team
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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.
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.
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Interfaces
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Thank you for the updates. When is the Gaussian Splatting 3D export planned to be released?
J.C
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Joined: Thu May 13, 2010 6:35 pm
Location: Wrocław

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.
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mojave
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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?
It is being implemented and still planned for the 2027 release year cycle.
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wallace
OctaneRender Team
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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.
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.

What issue are you having with polarization intensity? Is it with real-time mode?
J.C
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Location: Wrocław

wallace wrote: Wed Sep 30, 2026 5:46 pm
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?
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wallace
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J.C wrote: Wed Sep 30, 2026 8:25 pm There is no effect weather real-time is enabled or not. Can you provide a working example?
Sure, let me get back to you in a bit.
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nuno1980
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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. ;)
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 ;)
//

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LomarM
OctaneRender Team
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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:
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.

We’ll look into the feasibility of extending it to support a true delta response.
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