OctaneRender® 2026.1 Alpha 1

A forum where development builds are posted for testing by the community.
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Tugpsx
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J.C wrote:Primitives don't provide smoothing angle options but they work with previous displacement type. Same with the fbx I provided.
Anyways. I'll wait for the next iteration of Octane 2026 to see if displacement has improved with next build.
Here is a primitive exported from daz studio with the displacement sample applied in standalone.
Torus displacement Ship
Torus displacement Ship
displacement_Lino.orbx
Primitive to make a greeblie spaceship
(2.29 MiB) Downloaded 84 times
Win 11 64GB | NVIDIA RTX3060 12GB
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bepeg4d
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Tugpsx wrote:Anyone with a working sample of a MaterialX scene? curious on how to setup the nodes in Octane Standalone.
Hi,
you can find some materialx examples here:
https://github.com/AcademySoftwareFound ... ardSurface

Just download and drag and drop in Graph Editor:
IMG_3608.jpeg
ciao,
Beppe
Tugpsx
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Location: Chicago, IL
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Thanks for the information, I should have read more clearly to realize that the PBRs are not ready yet. :D
This is extremely helpful since I'm looking for a way to add them to the Daz Octane plugin.
I have added some to the LocalDB which I can then share within the Daz plugin.
MaterialX saved to LocalDB
MaterialX saved to LocalDB
Win 11 64GB | NVIDIA RTX3060 12GB
vurt
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Joined: Thu Dec 02, 2021 10:27 am

How to enable 16K in texture displacement?
I have a 16K texture, and the shot starts from extreme close up. While 2026 greatly improves quality, it's still jaggy, and filters don't do anything
Attachments
2024-12-26 19_37_02-_D__Motheland Dropbox_Daniel Shamota_MBE_ORBX_sh030.orbx - OctaneRender Studio+ .png
frankmci
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Location: Washington DC

Four or five years ago it used to be that Displacement maps had an 8k limit while other textures were limited only by VRAM availability. I don't recall if that has been changed since then, and a quick search of the forums isn't turning up anything newer. I would expect it to have been stated in release notes at some point if it had been increased. I may have missed it, though. The UI for Texture Displacement in Octane 2023 for C4D still has the 8k limit built in, but I don't know if that limit applies to Vertex Displacement, too. (I'm guessing that most development for the older, texture displacement system has stopped, except for bug fixes.) If it does not, and you wanted to use a 16k displacement map, you'd need a pretty insanely dense mesh, at least in key locations.

In your situation I think I'd try to use multiple displacement textures on multiple pieces of geometry for different LODs as the camera pulls back. If you can't fudge it in a single shot with multiple pieces of geometry and multiple textures scaled appropriately for camera distance, then you can do it the old fashioned way and render multiple sequences with appropriately placed and scaled textures for several distances, then dissolve between them.

I think there was some talk of dynamically generated mesh density for displacement at one point, but I have no idea if that is still in the works, or if it was just the old, "...tool X has it so why doesn't Octane?" chatter.
Animation Technical Director - Washington DC
Renbry
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Joined: Fri Nov 23, 2018 9:09 am

Hello,

Checking on the expected release cadence of 2026 builds?

We've got some Gaussian splatting work which I'd love to explore in Octane and my initial efforts didn't work so well - I'll ask a question below about that in case I've missed something in the current build.

Re: Gaussian splat assets - are we able to transform them at all? I'm far less familiar with standalone Octane but have been exploring a Nuke plugin which lets us transform Splat models fairly easily to help compose the scene. Seeing if that functionality is part of what this release offers.

Thanks so much,
Matt Hermans
Electric Lens Co.
Renbry
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I guess that answers my question!
PDivision1
OctaneRender Team
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Joined: Mon Sep 19, 2022 3:26 am

Renbry wrote:Hello,

Checking on the expected release cadence of 2026 builds?

We've got some Gaussian splatting work which I'd love to explore in Octane and my initial efforts didn't work so well - I'll ask a question below about that in case I've missed something in the current build.

Re: Gaussian splat assets - are we able to transform them at all? I'm far less familiar with standalone Octane but have been exploring a Nuke plugin which lets us transform Splat models fairly easily to help compose the scene. Seeing if that functionality is part of what this release offers.

Thanks so much,
Matt Hermans
Electric Lens Co.
Yes, you can transform gaussian splats with "Placement" node. E.g. connect "Gaussian splat" node to the "Placement" node's "Geometry" pin and set the transformation on the "Placement" node. The "Placement" node can be connected to a render target.
hcenteno
Licensed Customer
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Joined: Sun May 10, 2015 9:25 pm

Being able to use Gaussian Splatting in Octane is amazing news. Do you have planned to implement lighting and shadows on them? That would obviously be a great feature.
Dave_Yu
Licensed Customer
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Joined: Tue Feb 05, 2013 4:28 pm

Gaussian splatting is great news!
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