OctaneRender® 2022.1 XB 1

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3dworks
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abstrax wrote:
Raoul wrote:roadmap:

"Metal and CUDA network render interoperability"

This is the #1 issue for us being able to continue using octane. Currently stuck on high sierra till this singular feature is developed.

just curious if theres any news on an ETA for this?
We have started working on it, but it won't be in 2022.1 and is planned for 2022.2. It's a big change.
That's what I'm waiting for as well!
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vurt
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abstrax wrote:
Raoul wrote:roadmap:

"Metal and CUDA network render interoperability"

This is the #1 issue for us being able to continue using octane. Currently stuck on high sierra till this singular feature is developed.

just curious if theres any news on an ETA for this?
We have started working on it, but it won't be in 2022.1 and is planned for 2022.2. It's a big change.
we are also waiting for that.

But at least, the same version is coming to Metal, since currently having 2020 on Mac and 2021 on PC is useless for a Mac part
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nuno1980
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At photon tracing kernel, "allow caustics" enabled for glossy or mix or... material is bugged because the caustics on any glossy are creating by both pathtracing (PT) and PPM (progressive photon mapping). PT using will be removed for allow caustics of glossy, mix... material at photon tracing kernel in next version XB. ;)

LASTEST EDIT: see screenshot about abnormal strong noises (PT method inside of photon tracing):
allow caustics test.JPG
--> download
test - allow caustics on all glossy materials.orbx
(37.19 KiB) Downloaded 155 times
NOTE: I'm sorry for bad english due to mute ;)

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J.C
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Added real-time mode (lightning button on render viewport). In this mode, if possible, the film buffer is never moved between the host and the device. This means that compositing has to be done on the GPU, and it also enables a "real-time" display, which will display rendered images faster
This does not speed up the render or anything. Is it something else to be enabled to make it work?
A device in preferences is selected and enabled.
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pegot
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I just tried this feature today. My assumption is that it acts like the priority mode in that it makes the viewport more responsive? At least that is what it appeared to do for me though I did not test on an overly heavy scene.

If that is indeed the case I have a question regarding multiple GPU’s. Setting it up in device preferences allows for only one GPU - like priority mode. So when using it should we activate it for the same GPU we have priority mode set to or our fastest GPU?
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haze
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J.C wrote:
Added real-time mode (lightning button on render viewport). In this mode, if possible, the film buffer is never moved between the host and the device. This means that compositing has to be done on the GPU, and it also enables a "real-time" display, which will display rendered images faster
This does not speed up the render or anything. Is it something else to be enabled to make it work?
A device in preferences is selected and enabled.
This is one half of the full real-time rendering system. XB2 will have Brigade as part of it, which will give you high quality frames faster. Having the film buffer on GPU is a requirement for this to work. That allows us to tonemap and display images faster, so you should at least see the viewport being more responsive this way. If you do not, please send us an example scene so we can figure out what's going on, it could be a bug.

EDIT: we need more time for Brigade, so it will not be in XB2 as I stated above.
J.C
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On my PC I don't see any speed difference weather it is on or off. No matter the scene I use.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
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Jolbertoquini
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Hi Dev Team,

I was wonderring if we will get the "Parallax Occlusion Map" soon? as we are using the OSL script made one but shadows are not supported I was wondering if there any chance to have this feature supported or will be just add as new projection node and won't support shadows like osl script version here on the forum.

Thank you in advance for the reply.

Best,
JO
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Kalua
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Jolbertoquini wrote:Hi Dev Team,

I was wonderring if we will get the "Parallax Occlusion Map" soon? as we are using the OSL script made one but shadows are not supported I was wondering if there any chance to have this feature supported or will be just add as new projection node and won't support shadows like osl script version here on the forum.

Thank you in advance for the reply.

Best,
JO
True! This is a really great thing!
I made a feature request for it with the same issues reported. Feel free to vote for it:

https://render.otoy.com/requests/?qa=56 ... splacement

Regards,
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Jolbertoquini
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Kalua wrote:
Jolbertoquini wrote:Hi Dev Team,

I was wonderring if we will get the "Parallax Occlusion Map" soon? as we are using the OSL script made one but shadows are not supported I was wondering if there any chance to have this feature supported or will be just add as new projection node and won't support shadows like osl script version here on the forum.

Thank you in advance for the reply.

Best,
JO
True! This is a really great thing!
I made a feature request for it with the same issues reported. Feel free to vote for it:

https://render.otoy.com/requests/?qa=56 ... splacement



Regards,
Yes, I already voted a while ago but as you can see at link because passed the release is not valable anymore so this why the question for the dev team.
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