OctaneRender™ 2020.1 RC1 [superseded by 2020.1 RC2]
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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.
Thank you Otoy / Dev Team.
Finally my scene that always had a OOC memory issue since 2018.x is rendering under 2020.1 RC1. It has been a long wait.
Regards,
Rajib
Finally my scene that always had a OOC memory issue since 2018.x is rendering under 2020.1 RC1. It has been a long wait.
Regards,
Rajib
Windows 10 Pro i9-9980XE 128GB RAM|4 x Titan RTX
Houdini 18.5(2020.2.1.2)|Cinema C4D R26|Daz Studio Pro 4.21.0.5(Octane 2021.1.6.83)
NVIDIA 460.89 Studio Standard
Houdini 18.5(2020.2.1.2)|Cinema C4D R26|Daz Studio Pro 4.21.0.5(Octane 2021.1.6.83)
NVIDIA 460.89 Studio Standard
Finally working NVLink for 2080ti is great but please don't stop working on it further to make memory pooling fully implemented and support it for textures too not only geometry.
Architectural Visualizations http://www.archviz-4d.studio
Will be there any new updates to Hosek&Wilkie sky model like support for independent light intensity ? There was discussion about it some time ago.
Architectural Visualizations http://www.archviz-4d.studio
Thank you, Otoy for this pre production release! It feels nice so far.
One question: Is this <<Spectron area/sphere primitives>> feature implemented in every light material? Or is it additional to the standard lights used so far?
I ve been looking for it in the C4D plugin version but found nothing.
PS: I think I found it. Will it work with shapes other tah square and spheres? Disc for intance?
One question: Is this <<Spectron area/sphere primitives>> feature implemented in every light material? Or is it additional to the standard lights used so far?
I ve been looking for it in the C4D plugin version but found nothing.
PS: I think I found it. Will it work with shapes other tah square and spheres? Disc for intance?
C4D 2025.1.1 Octane 2025.1 Build 0104, <<2 X 3090 + NVlink>>, Windows 10, X399, AMD TR 1950X, 128 GB RAM, NVIDIA SD 552.22
https://www.behance.net/PaperArchitect
https://www.behance.net/PaperArchitect
Another bug report:
A scene I am testing is not working with the network rendering for this 2020.1 RC1, if only rendering on the master, it works, but once turn the network rendering on, the slaves's Daemon will keep restart then master's standalone just crash.
I can run this same scene on 2019.1.5 very stable together with slaves, also quite suprisingly, it seems faster on the 2019 ithan the new 2020, on 2019 it is arround 6-9 Ms/s yet on 2020 it is about 3-7 Ms/s (when both without slaves).
with RTX OOC NVlinks all off...
within the scene I have ornatrix fur and Forest pack scatters and environment fog, it seems these three kind of things make the trouble, because if I turn the fog and the scatter off, the scene runs well with slaves.
A scene I am testing is not working with the network rendering for this 2020.1 RC1, if only rendering on the master, it works, but once turn the network rendering on, the slaves's Daemon will keep restart then master's standalone just crash.
I can run this same scene on 2019.1.5 very stable together with slaves, also quite suprisingly, it seems faster on the 2019 ithan the new 2020, on 2019 it is arround 6-9 Ms/s yet on 2020 it is about 3-7 Ms/s (when both without slaves).
with RTX OOC NVlinks all off...
within the scene I have ornatrix fur and Forest pack scatters and environment fog, it seems these three kind of things make the trouble, because if I turn the fog and the scatter off, the scene runs well with slaves.
Supermicro 4028GR TR2|Intel xeon E5 2697 V3| windows 10| revit 2019 |Titan V+ Quadro GV100+RTX 2080 Ti
I'm doing some tests with the sun models and noticed there is a lot of noise in reflection/refraction on glass.
I can't find a way to clean it up either.
I can't find a way to clean it up either.
- Attachments
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- glass_noise_sun.orbx
- (280.44 KiB) Downloaded 222 times
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
Yes, there is a new "Sun intensity" parameter for daylight environment (this affects all models). This was just added today and will be in the next release.SSmolak wrote:Will be there any new updates to Hosek&Wilkie sky model like support for independent light intensity ? There was discussion about it some time ago.
Thank you very much !karu wrote:Yes, there is a new "Sun intensity" parameter for daylight environment (this affects all models). This was just added today and will be in the next release.SSmolak wrote:Will be there any new updates to Hosek&Wilkie sky model like support for independent light intensity ? There was discussion about it some time ago.
Architectural Visualizations http://www.archviz-4d.studio
I had a look into this and it seems like it's a general path tracing problem, it's not really good at tracing indirect rays and hitting the sun.funk wrote:I'm doing some tests with the sun models and noticed there is a lot of noise in reflection/refraction on glass.
I can't find a way to clean it up either.
This is because the sun is relatively small compared to the rest of the sky, and so your indirect ray would hit the bright sun with really low probability density, thus the contribution of such hit would be really really bright. This generates bright fireflies on rays that do hit the sun, and coupled with dispersion it generates extra color noises on top of it. The problem is worse for glass due to 0 or little roughness, so there is no direct light to help reduce the variance.
The short term solution would be to increase the sun size and perhaps use a different kernel such as PMC.