OctaneRender™ 2019.1 XB1
Forum rules
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.
Are you aware that you are showing screenshots of Octane for C4D V4 liveviewer ? and you've posted this in the 2019.1 XB1 thread.divasoft wrote:Hi, i found that octane produce bright fireflies on volumes if i enable bloom and glow. is it bug?
Just saying.
As you know, this is an experimental release, so even feature wise, things are still bound to change.mr_d_wilks wrote: Ok i ran some tests at work:
2x 2080 - nvlink off
4.02.1 : 461
2018.1 : 444
2019.1 : 382
...it seems like the slow down above isn't specific to maxwell but is just in general. Is this something to be concerned about? according to this it looks like octane is getting slower, not faster.
We are committed to keep improving performance as it gets near stable, so the slow down you are getting isn't finalized and most probably won't be the same speed you get with stable or even release candidate versions.
- Elvissuperstar007
- Posts: 2506
- Joined: Thu May 20, 2010 8:20 am
- Location: Ukraine/Russia
- Contact:
Octane 2019
are there any plans to make dirt?
are there any plans to make dirt?
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
Page octane render " В Контакте " http://vkontakte.ru/club17913093
Ага, разбежались) Вон есть нода дирт, остальное вперед в субстанс ваять. Примерно таков будет ответ)Elvissuperstar007 wrote:Octane 2019
are there any plans to make dirt?
My 2019 Wishlist (things not mentioned in 2019 video at beginning of this post):
1 - FBX blendshapes
2 - gLTF
3 - Anime Kernel
4 - DXR-elligible GPUs to join the RTX cards in having accelerated raytracing (following the upcoming April NVidia GameReady driver that will turn on DXR raytracing for Pascal and later
https://www.nvidia.com/en-us/geforce/ne ... ming-soon/
Pleeeease?....
1 - FBX blendshapes
2 - gLTF
3 - Anime Kernel
4 - DXR-elligible GPUs to join the RTX cards in having accelerated raytracing (following the upcoming April NVidia GameReady driver that will turn on DXR raytracing for Pascal and later
https://www.nvidia.com/en-us/geforce/ne ... ming-soon/

Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Loving 2019.1 XB1, some killer features, especially bloom/glare threshold.
Having isues with Vertex Displacement though, I tried it on a simple imported .fbx cube and it worked fine last Friday
Tried the exact same thing today, same geo, same settings, same everything and octane seems to 'lock' to some degree, no viewport interaction, although controls/sliders can still be moved.
and this message displayed in the bottom left... 'AI scene finished loading'
Having isues with Vertex Displacement though, I tried it on a simple imported .fbx cube and it worked fine last Friday
Tried the exact same thing today, same geo, same settings, same everything and octane seems to 'lock' to some degree, no viewport interaction, although controls/sliders can still be moved.
and this message displayed in the bottom left... 'AI scene finished loading'
+ 1 for gLTF 2.0 support. We have been waiting a loooooong time for this. Now that we have Universal materiel how about at least a gLTF 2.0 export feature - maybe where procedural materials, if used, are automatically baked into standard metal roughness work flow output? This would be realy useful BTW for the Blender plugin, which already has a very good gLTF export feature. But I always have to convert my Octane nodes to Cycles Principled BSDF nodes first.Notiusweb wrote:2 - gLTF
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)
I am enthusiastic abou glTF. I’ve been studying it for two years. But glTF work flow is the domain of the DCC program. If a person is building glTF they don’t use Octane materials, nor any third party renderer. They use native file formats and tune material channels appropriately. You use what is supported for native export, and that only!pegot wrote:+ 1 for gLTF 2.0 support. We have been waiting a loooooong time for this. Now that we have Universal materiel how about at least a gLTF 2.0 export feature - maybe where procedural materials, if used, are automatically baked into standard metal roughness work flow output? This would be realy useful BTW for the Blender plugin, which already has a very good gLTF export feature. But I always have to convert my Octane nodes to Cycles Principled BSDF nodes first.Notiusweb wrote:2 - gLTF