OctaneRender™ 2018.1 XB1

A forum where development builds are posted for testing by the community.
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kunstakademie
Licensed Customer
Posts: 2
Joined: Wed Sep 14, 2016 11:56 am

Hi there everybody. Octane 2018.1 XB1 is immensely interesting. Especially Vectron/Osl Geo. But did anybody tried to render osl geo with network rendering? As soon as I activate network rendering the osl geo becomes ghosted an the the samples fill up immediately. I suppose the network slaves do not recognize the osl geo. Al the slaves are updated to 2018.1 Xb 1. Anybody dare to help? Added a screenshot of the error. I have 4 rendernode slaves, and all exhibited this problem. Thank you very much!--
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error_osl.JPG
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haze
OctaneRender Team
Posts: 1003
Joined: Sun Feb 08, 2015 8:57 pm

kunstakademie wrote:Hi there everybody. Octane 2018.1 XB1 is immensely interesting. Especially Vectron/Osl Geo. But did anybody tried to render osl geo with network rendering? As soon as I activate network rendering the osl geo becomes ghosted an the the samples fill up immediately. I suppose the network slaves do not recognize the osl geo. Al the slaves are updated to 2018.1 Xb 1. Anybody dare to help? Added a screenshot of the error. I have 4 rendernode slaves, and all exhibited this problem. Thank you very much!--
There seems to be an issue in the net render code for vectron. We'll try to get this sorted before the next XB.
kunstakademie
Licensed Customer
Posts: 2
Joined: Wed Sep 14, 2016 11:56 am

haze wrote:
kunstakademie wrote:Hi there everybody. Octane 2018.1 XB1 is immensely interesting. Especially Vectron/Osl Geo. But did anybody tried to render osl geo with network rendering? As soon as I activate network rendering the osl geo becomes ghosted an the the samples fill up immediately. I suppose the network slaves do not recognize the osl geo. Al the slaves are updated to 2018.1 Xb 1. Anybody dare to help? Added a screenshot of the error. I have 4 rendernode slaves, and all exhibited this problem. Thank you very much!--
There seems to be an issue in the net render code for vectron. We'll try to get this sorted before the next XB.
Awesome! Looking forward to it. Thank you very much!
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Jolbertoquini
Licensed Customer
Posts: 1067
Joined: Sun Aug 31, 2014 7:08 am
Location: London
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Hi Guys,

I did some test on the Cryptomatte, and there is some issues on the output weird black pixels on the output. Also I would like to ask to have the passes working with the Info kernel so we could have just this passes as one exr for faster output if I add material ID (ao, depth, wireframe) and add cryptomatte as passes is not working, I guess need the sampling information maybe the reason is working only with the main Path tracer kernel.

Otherwise when I'm rendering such HD or 4K the black pixel is such small (cause one pixel) is hard to spot, but for small images size is spot on, best to see if we can have better result.

Thanks a lot Guys great work so far.

Cheers,
JO
Attachments
small size black pixel pass full HD
small size black pixel pass full HD
small size black pixel full HD
small size black pixel full HD
small size black pixel pass Half HD
small size black pixel pass Half HD
small size black pixel half HD
small size black pixel half HD
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Notiusweb
Licensed Customer
Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

FYI - regarding USB 3.0 PCIE 1x extenders, the fast upload change worked great in 4.01.1.
Would love to see that in the next 2018 build!
Thx!

Also, now my real question -
Substrates, upscaling, and Anime Kernel in next release?
Pretty please, with gLTF and material FBX imports/exports on top?

Thx!
:twisted:
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
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roeland
OctaneRender Team
Posts: 1822
Joined: Wed Mar 09, 2011 10:09 pm

Jolbertoquini wrote:Hi Guys,

I did some test on the Cryptomatte, and there is some issues on the output weird black pixels on the output. Also I would like to ask to have the passes working with the Info kernel so we could have just this passes as one exr for faster output if I add material ID (ao, depth, wireframe) and add cryptomatte as passes is not working, I guess need the sampling information maybe the reason is working only with the main Path tracer kernel.

Otherwise when I'm rendering such HD or 4K the black pixel is such small (cause one pixel) is hard to spot, but for small images size is spot on, best to see if we can have better result.

Thanks a lot Guys great work so far.

Cheers,
JO
Hi, we will improve this during the next releases.

--
Roeland
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Goldorak
OctaneRender Team
Posts: 2321
Joined: Sun Apr 22, 2012 8:09 pm
Contact:

Notiusweb wrote:FYI - regarding USB 3.0 PCIE 1x extenders, the fast upload change worked great in 4.01.1.
Would love to see that in the next 2018 build!
Thx!

Also, now my real question -
Substrates, upscaling, and Anime Kernel in next release?
Pretty please, with gLTF and material FBX imports/exports on top?

Thx!
:twisted:
Octane 2018.1 is pretty much feature locked as it is now in order to get to RC this month by focusing on bug fixes. The FBX exporter in 2018.1 may have better support for material export, but it hasn't been tested heavily (which is why we didn't list it in the features section)

That being said, a lot of work is being done in tandem to V4/2018.1 right now on the next round of 2019.x builds which will introduce many new features in addition to the ones on your list.
pegot
Licensed Customer
Posts: 934
Joined: Mon Nov 07, 2011 3:44 am

Goldorak wrote:That being said, a lot of work is being done in tandem to V4/2018.1 right now on the next round of 2019.x builds which will introduce many new features in addition to the ones on your list.
Might that include glTF 2.0 support ?
Win 10
3.7Ghz i9 10900k / 64GB
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PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff

Network rendering:
Win 10
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PSU: EVGA 1200w
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coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

HI Anyway to improve secondary light reflections in future releases. Primary light looks good on the floor but bounced light looks very noisy plus denoiser makes that spot smudged.

Also with AI light on it took 2min 16 sec with AI off - 2 min. I thought it should be the other way around

Thank you
Attachments
light.jpg
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Goldorak
OctaneRender Team
Posts: 2321
Joined: Sun Apr 22, 2012 8:09 pm
Contact:

pegot wrote:
Goldorak wrote:That being said, a lot of work is being done in tandem to V4/2018.1 right now on the next round of 2019.x builds which will introduce many new features in addition to the ones on your list.
Might that include glTF 2.0 support ?
Yes
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