OctaneRender® 2024.1 Alpha 1

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J.C
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abstrax wrote:In the 2024.1 Standalone the system memory consumption goes from 7GB to about 15GB and stays there.
Hi, in what scenarios does it happen? In my test scenes the memory usage is almost the same as in previous versions. Just minimal difference eg 2.25GB vs 2.18GB
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abstrax
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J.C wrote:
abstrax wrote:In the 2024.1 Standalone the system memory consumption goes from 7GB to about 15GB and stays there.
Hi, in what scenarios does it happen? In my test scenes the memory usage is almost the same as in previous versions. Just minimal difference eg 2.25GB vs 2.18GB
This is about system memory not graphics memory, which you are probably looking at. In any case the high memory consumption during geometry compilation has been reduced and this should show in scenes with lots of geometry and large meshes.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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KeeWe
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What's on the 2024.x Roadmap for this Year?

Headless rendering with multi-render and multi-engine live linking (Blender, UE, C4D and standalone)
Does this mean we can expect these changes THIS year or 2024? Since theres only 1 month left in 2023, I assume you meant in the production cycle of 2024.
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lacilaci
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Hi,

OctaneRender 2024.1 Alpha 1 Standalone for MacOS (not ready yet, will be provided as soon as possible)

So, I can't wait :D is there some ETA? Want to see finally why I bought M3 MacBook :D
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nuno1980
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Thank you for v2024.1 demo. I tested this new version at path tracing kernel for appear any caustics on light (eg: carefes...) scene but I can't get any faster performance at RTX enabled (since 2024.1 requires RTX enabled) on my RTX 4090 with v546.17WHQL driver running Win 10.

"Carefes" scene:
-2023.1 final
2023.1 final.jpg
-2024.1 A1
2024.1 a1.jpg
NOTE: I'm sorry for bad english due to mute ;)

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J.C
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Location: Wrocław

abstrax wrote:
J.C wrote:
abstrax wrote:In the 2024.1 Standalone the system memory consumption goes from 7GB to about 15GB and stays there.
Hi, in what scenarios does it happen? In my test scenes the memory usage is almost the same as in previous versions. Just minimal difference eg 2.25GB vs 2.18GB
This is about system memory not graphics memory, which you are probably looking at. In any case the high memory consumption during geometry compilation has been reduced and this should show in scenes with lots of geometry and large meshes.
I see. I have misread this. Thanks for pointing this out :)
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pxlntwrk
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vurt
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Looks like a great release, making Octane even more optimized and performant on all platforms!
Are the features in Active Development going to be ready for the stable release? Light field baking and Brigade Temporal Denoiser? USD?
Also we were really hoping Otoy could invest a bit more into Houdini plug-in!
renderingz
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This 2024.1 alpha is identical to what was stated would be part of 2023.2. What happens to 2023 going forward? Does this mean the geometry updates won't come to 2023?

Also... what happened to all these features you listed as coming in future versions of 2023? Are they coming as part of v2023, are they pushed to v2024?
Also in our plans:
Volumetric user data
Additive materials
Rest position input
Spectral fabric material
Motion blur for HDRI environments
Motion blur for texture displacement
Adaptive subdivision for vertex displacement
New parametric spline and curve primitives
UVW packing for compiled DCC primitives (instead of UV). This can be used by plugins to "pin" procedural textures to deformed textures.
Multi-stream: headless and live linked render across DCCs.
Multi-render: swap to any other engine in seconds.
Multi-engine: for example the full C4D application (with plugins) in Octane core, and also World Creator
Photon tracing / irradiance caching
Win `10/ Cinema 4D R17 / 2 x 780 GTX 6GB + 2 x 980ti
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nuno1980
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elsksa wrote: Because...
abstrax wrote:We now use RT cores for all mesh primitives including hair, spheres and displacement triangles.
For caustics, it's irrational to use the PT kernel when there is the dedicated Photon Tracing kernel.
Ah... Yeah. But I stay PT kernel because Photon Tracing kernel can't render:
-- any lights reflected+refracted;
-- any variable caustics on the glossy ground with and/or on any other glossy/specular material with the roughness of less than 0.3~0.4.

Thank you. ;)
NOTE: I'm sorry for bad english due to mute ;)

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SSDs OCZ RD400 0.5TB and Crucial 2TB SATA3
HDD 1TB SATA2
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