OctaneRender™ Standalone 3.00 alpha 3

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smicha
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abstrax wrote:Btw, some good news: I just updated one of our thirdparty libraries and the editor freeze of that massively instanced scene you sent me a while ago, is gone :) If we can't find any issues with it, we will release it with the next alpha and probably also merge it to v2.

I am on my knees and bowing low, Marcus :P
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
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haze
OctaneRender Team
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linvanchene wrote:Is there any chance that the volume step length can be set on an object level in the future?
Yes, we are still busy working on major feature enhancement to the volumetric support you're seeing in alpha 3. The volume node will look substantially different very soon, but in terms of priority, colour ramps for volumes will be done before the step length enhancement.

Some more information on the step length:
We use raymarching for rendering volumes, and each step along the march is a fixed size in metres. This is the step length you are seeing in the kernels. The smaller the step length, the more accurate the results. When you have a larger step length, one that goes across many voxels, Octane must pick a single density for the whole step. Many voxels will get missed, and when it misses a few voxels with a high temperature, then the emission will be lower in that area. This is why lowering the step length changes the look of a volume. The same goes for absorption and scattering.
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Goldorak
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chupinsky27 wrote:
abstrax wrote:
Yan wrote:When will you release support for OpenCL?
Thanks!
OpenCL has been on hiatus for quite a while and we will continue working on it after OSL has been done, i.e. it may become available around middle of the year. Please be aware, that there is a chance that we may run into unsurmountable problems and we can't get it working (Octane is not a simple path tracer anymore). I didn't run into any issues during my initial tests, but everybody tells me how bad it is, so we will have to see.

There is also a small possibility that AMD's CUDA implementation as part of AMD's Boltzman initiative could be used instead of an OpenCL implementation, but we will see, when we get there. Most likely it will not be useful for Octane.
I'm not going to lie, this news comes as a disappointment. OpenCl and the promise of running Octane on virtually any computer, to me, was the headlining feature of v3. I have been using Octane for freelance and personal work for sometime now and I LOVE Octane. Going back to C4D's built in renderer feels so archaic and cumbersome, yet that is what I am forced to use in my professional work environment. I work for a major sports broadcasting network with ~50 Mac Pro workstations loaded with C4D in our location with many more locations globally. After serious consideration, our engineers ruled out the possibility of implementing Octane into our workflow for the fact of the steep investment for external graphics card boxes for individual workstations, server room space, and added complexity of managing said equipment. With OpenCl (or another universal code), Implementation would be a breeze. I can imagine this is true across the industry.

If universal support is seriously on the chopping block, we need a better solution for medium-large studio environments other than adding (Nvidia exclusive) graphics cards to individual workstations.

I will continue to use Octane at home and for side jobs with the same enthusiasm as before yet knowing I may never use it in my current professional environment.
A major reason we took on OpenCL was to support the MacPro. Today the MacPro/OSX is still on OpenCL 1.2 which is very old - you have Android phones with full OCL 2.1 support coming this year through Vulkan. It is looking more and more likely that Metal is the future of GPGPU on OSX. If that's the case, we need to factor this into the long term OSX roadmap. In the meantime, we will do all we can do get Octane running with OCL 1.2, but as Marcus said, it's just at the bare minimum that Octane requires.
prehabitat
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Metal makes sense based on:

[quote] from some website...
-Precomputed shaders and up-front state validation
-Explicit synchronization between GPU and CPU
-Shared memory space between GPU and CPU
-Lower driver overhead
Some of these points remove the amount of work the CPU is required to do to successfully execute commands on the GPU. This can lead to overall performance gain because the CPU can be then used to compute other tasks.
[\quote]

Not that I know anything about this topic really, but it's all the stuff we read in the explinations of internal mechanics/workings we get from the otoy guys :)
Win10/3770/16gb/K600(display)/GTX780(Octane)/GTX590/372.70
Octane 3.x: GH Lands VARQ Rhino5 -Rhino.io- C4D R16 / Revit17
coilbook
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will me see basic textures like tile, real gradient in octane 3
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Dmi3ryd
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Offline activation didn't work?
I've activate 3.0 version and after restart windows activation needs again.
Is it bug or feature?
Win 8.1/64 | Geforce GTX780TI | Core I7 970 | 24GB
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bepeg4d
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Dmi3ryd wrote:Offline activation didn't work?
I've activate 3.0 version and after restart windows activation needs again.
Is it bug or feature?
Working offline is not possible with v3 alpha beta test versions. You have to use v2 if you need to work offline ;)
ciao beppe
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Dmi3ryd
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Did you plan to add offline action in 3v ?
Win 8.1/64 | Geforce GTX780TI | Core I7 970 | 24GB
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Goldorak
OctaneRender Team
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Dmi3ryd wrote:Did you plan to add offline action in 3v ?
For those who buy it, yes.
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Dmi3ryd
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Buy offline activation with addition to regular license or upgrade from 2to3?
Win 8.1/64 | Geforce GTX780TI | Core I7 970 | 24GB
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