Hello all,
Regarding the next pending Test Release - here is is a run-down of the changelog:
Integrate 2.79a
Upgrade to 3.08RC2
Add new passes: irradiance, light direction, volume, volume mask, volume emission, volume z depth front, volume z depth back
Add OSL baking camera
Add irradiance mode
Add sheen pin nodes to metal/glossy materials
Add new IOR for to the metallic material
Support geometry mesh animation modifier
Bug fixes and improvements
Remove the word Octane inside menu
Fix environment texture rename bug
Set default value of "power" in Octane Image Texture to 1.0
Add refresh gpu button to enable users to update gpu lists
Hide render layer in octane engine
Merge interactive/render camera imager setting into one
Keep compatibility with old version for response curve
Rename "Max samples" in Octane Render Pass Setting to "Info pass max samples"
Support user-customized default material(“User Preference” – “Add-ons” – “OctaneRender Engine” – “Preferences” – “Default Material Type”)
Do not update shader/object which is hide in "Outliner"
One critical note: We are now using CUDA toolkit 9.1 (required to support Volta), which requires NVIDIA drivers of version 387 or higher. This is important for users of 3.08, as anyone not using drivers with CUDA 9.1 support will get CUDA errors.
To answer the previous question - Node groups will be fixed in the next major release after 15.1 (which we are currently on).
We are expecting Test Builds to be made available by tomorrow.
Cheers,
Azen
Update and Introduction
Azen, thank you for the report! Can't wait to test it out.
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
NO!azen wrote: Hide render layer in octane engine
Please tell me you are not going to do this. There are times where I prefer using Blender layers to output my render for compositing in a way Octane Render layers doesn't. Why would you limit this flexibility? Blender system of Render layers works fine with Octane - just differently.
Win 10
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff
Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff
Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
Does it work with Octane? Can't get it working like in Cycles.pegot wrote:NO!azen wrote: Hide render layer in octane engine
Please tell me you are not going to do this. There are times where I prefer using Blender layers to output my render for compositing in a way Octane Render layers doesn't. Why would you limit this flexibility? Blender system of Render layers works fine with Octane - just differently.
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
Does it work the same when shader/object/objects are on inactive layer?azen wrote: Do not update shader/object which is hide in "Outliner"
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
Hello all,
Some quick notes:
Cheers,
Azen
Some quick notes:
- I have updated the 4.00 XB3 - 16.0 (TEST) download links, to include the new fixes/additions mentioned by DrawFun
- The Linux and Mac OSX test builds are nearly ready for release
- Regarding the next 3.08 release - 15.2.5 is currently under testing, and will be released in the next day or two. Here is the Changelog
- Use enum values for displacement and falloff nodes
- Do not reload scene when turn on/off camera imager
- Support larger max width for nodes
- Fix medium node connection failure in specular materials
- Support back compatibility for transmission color connection in specular material
- Support back compatibility for projection mode
- Support back compatibility for camera imager
- Fix camera imager ui grey out issue
- Hide legacy sockets in surface panels
- Add sheen roughness for metal/glossy materials
- Add a button for emptying GPU
- Add user preference to empty GPU after render automatically
Cheers,
Azen
Hi azen, thank you for the information!
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
Do you have any updates or plugin status dear developers?
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