OctaneRender® 2026.1 Alpha 1
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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.
- PolderAnimation
- Posts: 373
- Joined: Mon Oct 10, 2011 10:23 am
- Location: Netherlands
- Contact:
That are some very nice features!
Win 10 64bit | RTX 3090 | i9 7960X | 64GB
"Neural Rendering Modules and Nodes (experimental): Launch ML and Neural Filters locally or through the Render Network with integrated local and remote neural rendering within the Octane Node Graph." Where are those? I don't see them in 2026.1 Alpha 1.


- linograndiotoy
- Posts: 1350
- Joined: Thu Feb 01, 2018 7:10 pm
The new Texture Displacement definitely needs to be optimized, that's a known.J.C wrote:Same issue on my system. The displacement is usable on 1k textures. Everything above starts to slow down viewport considerably.tombyrom wrote:Nice! I just tested the new displacement feature on an RTX 4090, one 8k material from Quixel on a simple imported plane and it completely locks up on anything over a 1024x1024 displacement texture, is that expected currently? The viewport becomes unusable and renders 1 sample every 30+ seconds or more. Memory usage is fine, only using 13gb according to GPUZ
Old displacement system is really smooth with 8k textures.
Moreover the displacement still breaks the geometry apart.
"Octane's texture displacement system is being given a complete overhaul. The quality of the displaced surface, especially with high frequency input data has been much improved. It is also now possible to use OSL textures directly with texture displacement.
The implementation in Octane still has several issues left to solve, including feature interoperability, the Metal implementation, UV mapping, and most importantly, there has been no performance optimizations yet. VRAM consumption in this alpha is far heavier than it will be with the next set of changes. Please also note that you must use a Mesh UV projection in the input texture, at the moment. We are planning for this requirement to be lifted when we get to stable."
About the "broken" geo, you need to specify a proper smoothing angle in the
Settings of the Geometry file node (set the Max Smoothing angle to 90).
Also, I've noticed that using the Cinema 4D noise makes it way faster than using the "standard" Noise Texture.
I think that a global setting to set the max res for all displacement nodes in the scene would be very useful, by the way.
- ricky_otoy
- Posts: 289
- Joined: Mon Jun 19, 2023 6:34 am
That is under: "2026.1 Roadmap: New Features in Active Development"pixelmonk wrote:"Neural Rendering Modules and Nodes (experimental): Launch ML and Neural Filters locally or through the Render Network with integrated local and remote neural rendering within the Octane Node Graph." Where are those? I don't see them in 2026.1 Alpha 1.
- linograndiotoy
- Posts: 1350
- Joined: Thu Feb 01, 2018 7:10 pm
Yes, it is expected (from the main post):tombyrom wrote:Nice! I just tested the new displacement feature on an RTX 4090, one 8k material from Quixel on a simple imported plane and it completely locks up on anything over a 1024x1024 displacement texture, is that expected currently? The viewport becomes unusable and renders 1 sample every 30+ seconds or more. Memory usage is fine, only using 13gb according to GPUZ
"The implementation in Octane still has several issues left to solve, including feature interoperability, the Metal implementation, UV mapping, and most importantly, there has been no performance optimizations yet. VRAM consumption in this alpha is far heavier than it will be with the next set of changes. Please also note that you must use a Mesh UV projection in the input texture, at the moment. We are planning for this requirement to be lifted when we get to stable."
It's still in development, but very impressive already:
https://www.instagram.com/p/DDEr5JWtmOt ... BiNWFlZA==
No matter what smoothing mode or angle you apply new displacement explodes the box geometry.linograndiotoy wrote:
About the "broken" geo, you need to specify a proper smoothing angle in the
Settings of the Geometry file node (set the Max Smoothing angle to 90).
On the other hand old texture displacement works properly.
Here is the example file. Is there anything wrong in this setup?
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
- linograndiotoy
- Posts: 1350
- Joined: Thu Feb 01, 2018 7:10 pm
It worked for me. Downloading your scene now!J.C wrote:No matter what smoothing mode or angle you apply new displacement explodes the box geometry.linograndiotoy wrote:
About the "broken" geo, you need to specify a proper smoothing angle in the
Settings of the Geometry file node (set the Max Smoothing angle to 90).
On the other hand old texture displacement works properly.
Here is the example file. Is there anything wrong in this setup?
- linograndiotoy
- Posts: 1350
- Joined: Thu Feb 01, 2018 7:10 pm
You forgot to include the fbx and the image.
With obj file it works properly.
Try with Octane Geometry primitive box or the fbx file exported straight from Blender (attached).
Try with Octane Geometry primitive box or the fbx file exported straight from Blender (attached).
- Attachments
-
- box.zip
- (3.31 KiB) Downloaded 61 times
Last edited by J.C on Mon Dec 02, 2024 3:08 pm, edited 1 time in total.
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