OctaneRender® 1.025 b2.55 test release [Obsolete]

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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

Hi,

The OctaneRender Team is please to announce the betas 2.55 test release.
EDIT: Added linux and mac downloads
v1.0 beta 2.55
v1.0 beta 2.55
IMPORTANT NOTE: Due to many internal changes, you need to resave your default scene when you first run this new version. When it's started, Click on the top left File menu, then 'Save as Default'. If you do not do this, you might have a different tonemapping response curve or other incorrect defaults.

New features since beta 2.52

There have been a lot of changes since beta 2.52, these are the most important ones:
  • We have made a few large scale changes in how geometry is stored in the engine, which are a part of our in progress rewrite of OctaneRender's geometry system to allow for instancing and object transform editing, coming in a next release soon.
    These are invisible to the end-user, but could produce errors or artifacts on geometry and changes in render speed and memory use for a given amount of geometry.
    Although we have done numerous tests, we specifically like to see what the community thinks and if the speed is better or worse (this could be dependent of the type of scene/geometry),
    the differences in stored geometry size on the GPU, and possible artifacts on geometry rendered.
  • A new node medium node type that can be connected to transmitting materials, being the diffuse material (for diffuse transmission) and the specular material.
    There are 2 medium types provided in this release:
    • absorption: this is a medium with absorption using beer's law.
      This was present in earlier releases as 2 parameters on the specular material, but these are now moved into a medium type node.
      NOTE: We have changed the way the absorption node handles the colour to be absorbed.
      It now works in a substractive way (as do most other unbiased engines), so you need to configure the inverted colour instead to get an absorption colour desired.
      Note that this is not backwards compatible, any OCS projects saved with OctaneRender 2.52 or earlier with absorption configured on a specular material using the old system,
      will lose the absorption colour, and it will have to be reconfigured with the new medium node system instead.

      Absorption (and SSS) now also allows the use of 3D procedural textures to define the absorption for true volumetric 3D procedural media.
    • scattering: This is a medium with single-scattering SSS, and also absorption.
      You can use it to create true unbiased SSS (although not multiple-scattering yet), using various parameters, including scattering texture, emission texture and various other parameters.
      Note that this is single-scattering SSS, not multiple-scattering. It's much faster than the latter, and much more practical, although it does not allow a few things such as volumetric caustics.
      We are planning to add a multiple-scattering SSS medium node in the near future, but we think the single-scattering model is much better for all practical scenes.
    Both absorption and SSS medium nodes should work with all integrators, directlighting, pathtracing and PMC.
    NOTE: To use a medium for SSS or absorption on a diffuse transmission material, you must first connect a value or colour to your diffuse material's transmission input pin, to turn it into a diffuse transmitter.
  • IOR (Index of reflection) input on the glossy material.
    OctaneRender 2.52 and before provided a slider called 'specular' to define the specular reflection amount on a glossy material.
    We have now added a new parameter called 'index' which allows you to use an IOR (index of reflection) value instead, to accurately define the glossyness of a material from a reference measured value.

    To keep backwards compatibility, it is switched off by default (the index parameter is set to value '0')
    When the value is 0, the glossy material behaves exactly like before and you load existing scenes and make glossy materials using the familiar specular colour method.

    If you want to use the IOR system to define specular reflection instead, simply set the specular slider to 1.0 (maximum) and then set a value for the index parameter (usually something between 1.0 and 3.0)
IMPORTANT NOTE: The material ball preview scene's image maps are darker (wrong gamma), this will be rectified in the next release...
As this release does not include instancing support yet (which was meant for 2.6), we decided to version it as 2.55, being somewhere in the middle :)


Driver Requirements

This release was built with CUDA 4.0, which means that you should install the latest graphics driver (http://www.nvidia.com/page/drivers.html).
For Linux and Mac OS you also need to install the CUDA Toolkit 4.0 (http://developer.nvidia.com/cuda-toolkit-40).
For Mac OS you also need the latest CUDA 4.0 driver (http://www.nvidia.com/object/mac-driver-archive.html).


Bug fixes & Minor new features
  • Corruption of macro input nodes that are linked to the wrong input pin after deleting a macro input node.
  • Embedding of HDR images in OCM files.
  • Crash with bool inputs for macro nodes.
  • Fixed the problem of saving the same frame twice with turntable / daylight animation.

Known issues
  • Normal Maps are broken, this will be fixed in the upcoming beta 1.026 releases.
  • On Linux the PMC kernel doesn't work on pre-Fermi GPUs (i.e compute model 1.1 - 1.3) - we couldn't find the problem yet, which seems to be a compiler bug.

Download

Due to this being a Test Release, we are only providing zip/tgz archives, no installers.

Windows 64bit: http://www.refractivesoftware.com/rcdow ... in_x64.zip
Windows 32bit: http://www.refractivesoftware.com/rcdow ... _win32.zip

MacOS X 32bit: http://www.refractivesoftware.com/rcdow ... osx_32.zip
GNU/Linux 64bit: http://www.refractivesoftware.com/rcdow ... ux_x64.tgz

Yours,
The OctaneRender® Team.
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
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kubo
Posts: 1377
Joined: Wed Apr 21, 2010 4:11 am
Location: Madrizzzz

what can I say....... awesome.....genius...
I just did a quick test. Yesterday (or a few hours back) somebody ask about a rose petal material, I had just model one low poly rose for the competition so I did a quick material to show how mixing diffuse with specular with roughness could fake somehow SSS, :lol: well, as soon as I got this release I went back and added scattering medium to that same material macro... and guess what... it looks awesome, and without touching anything. The geometry has flaws so those artefacts are not Octane related but my own fault and you can see them in both tests, the speed is the same, but this is just little peanuts, I'll try later with a more taxing scene. Thanks, thanks and more thanks (dunno what I'll say once we get instances, which might be my most expected feature ever, I'm already out of praise words for you guys)
btw, morning coffe never taste as good than when you have a new Octane beta to along with it :lol:
Attachments
apoca_rose_test_compare01.jpg
apoca_rose_test_compare02.jpg
apoca_test_rose_wip2.jpg
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PeterCGS
Licensed Customer
Posts: 437
Joined: Tue Apr 13, 2010 2:36 pm

Sweeet! To the whole team of Refractive Software! This is VERY nice of you implementing SSS so far in advance from your original roadmap. Now I can move alot of projects, that wasn´t possible before over to Octane for rendering..

Question.. How is your implementation of Instances supposed to work? Will I be able to send over particle data, and replace particles with a instance model or how do you see the workflow from Maya, Max, Softimage, Blender etc?

Well, anyway.. Time to test some SSS!

/Regards Peter K
Win7, i7 980 Hexacore, 24GB RAM, 3xEVGA SC 670 GTX 4GB
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kubo
Posts: 1377
Joined: Wed Apr 21, 2010 4:11 am
Location: Madrizzzz

another quick test, this is one of the caracthers I'm modeling for the competition, it's not done, actually it's out of sculptris and yet I've got to do tons of things on it, no textures even, just dropped a specular material with SSS with a low value and added an HDRI sky... and... and.... arff :o
Attachments
apoca_test_06.jpg
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
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Daniel79
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Posts: 451
Joined: Tue Jan 26, 2010 3:53 pm
Location: Italy

"scattering: This is a medium with single-scattering SSS, and also absorption."

This new feature is especially appropriate for handle the materials of the leaves?
SORRY, MY ENGLISH IS BAD!
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User avatar
radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

Daniel79 wrote:"scattering: This is a medium with single-scattering SSS, and also absorption."

This new feature is especially appropriate for handle the materials of the leaves?
Yes, it is perfect for leaves, any organic translucent material, candles, wax, milky glass, rough translucent plastics, translucent rubber, flames, plasmas, emitting gasses, mist/smoke, clouds, etc... skin, tissue, anything that scatters light inside basically...

BTW, you can use a 3D procedural to define the scattering density in 3d space, to create clouds in an object, so if you place a large box over your scene, you can use procedurals to create real clouds or smoke/mist situations.

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
User avatar
t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

wow sweet. can't wait to test this out!

@kubo: the 2.55 roses are awesome! a little less glossiness and a little more polys and i'll take them for real. thanks for posting these, they are mouth watering - what doesn't mean btw, that i will have roses for lunch :)
The obvious is that which is never seen until someone expresses it simply

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Refracty
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Location: 3D-Visualisierung Köln
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COOL. Thanks alot.
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gabrielefx
Licensed Customer
Posts: 1701
Joined: Wed Sep 28, 2011 2:00 pm

radiance wrote:
Daniel79 wrote:"scattering: This is a medium with single-scattering SSS, and also absorption."

This new feature is especially appropriate for handle the materials of the leaves?
Yes, it is perfect for leaves, any organic translucent material, candles, wax, milky glass, rough translucent plastics, translucent rubber, flames, plasmas, emitting gasses, mist/smoke, clouds, etc... skin, tissue, anything that scatters light inside basically...

BTW, you can use a 3D procedural to define the scattering density in 3d space, to create clouds in an object, so if you place a large box over your scene, you can use procedurals to create real clouds or smoke/mist situations.

Radiance
S5 too (single sheet sss)?
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Jaberwocky
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Posts: 976
Joined: Tue Sep 07, 2010 3:03 pm

Cheers Radiance

Downloading now.I will test it when I get a moment.

Jabba
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