new features of OctaneRender™ 3.00 (updated 10.8.)

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thilima
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Posts: 29
Joined: Thu Sep 05, 2013 12:48 pm

OpenCL support: OctaneRender 3 will support the broadest range of processors possible using OpenCL to run on Intel CPUs with support for out-of-core geometry, OpenCL FPGAs and ASICs, and AMD GPUs.

Infinite mesh and polygon sizes: OctaneRender 3 removes all limits on the maximum allowed primitive and triangle count.

1 - Hey otoy guys, these are the new features I was waiting most on OR3, do you have any idea of when these 2 features will be released???

2 - Another question is about the "out-of-core geometry", It means that with this OpenCL support we will be able to render using GPU + CPU and the memory used will be RAM memory and not VRAM???
If YES, it means that If I have a scene which needs 10gbVRAM to render, I´ll not need to buy a titanX for example which is an awesome (expensive) videocard just because the 12gbVRAM, cause with the openCL/out-of-core, If I have a videocard with just 2gbVram, the render will finish anyway (if I have enough ram memory) ??? Is that it ?

Thanks :)
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Goldorak
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thilima wrote:OpenCL support: OctaneRender 3 will support the broadest range of processors possible using OpenCL to run on Intel CPUs with support for out-of-core geometry, OpenCL FPGAs and ASICs, and AMD GPUs.

Infinite mesh and polygon sizes: OctaneRender 3 removes all limits on the maximum allowed primitive and triangle count.

1 - Hey otoy guys, these are the new features I was waiting most on OR3, do you have any idea of when these 2 features will be released???

2 - Another question is about the "out-of-core geometry", It means that with this OpenCL support we will be able to render using GPU + CPU and the memory used will be RAM memory and not VRAM???
If YES, it means that If I have a scene which needs 10gbVRAM to render, I´ll not need to buy a titanX for example which is an awesome (expensive) videocard just because the 12gbVRAM, cause with the openCL/out-of-core, If I have a videocard with just 2gbVram, the render will finish anyway (if I have enough ram memory) ??? Is that it ?

Thanks :)
OpenCL will likely be last, after all other V3 features are stable.

OOC geometry assumes the OCL backend is running on a CPU device (which should be theoretically viable after OCL GPU support is done). I posted on this before. If this works, it probably won't be fast, but it could be useful as a fallback when geometry doesn't fit into VRAM.

The infinite mesh size issue is being worked on right now, and targetting an upcoming alpha release.
thilima
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Posts: 29
Joined: Thu Sep 05, 2013 12:48 pm

Goldorak wrote:
thilima wrote:OpenCL support: OctaneRender 3 will support the broadest range of processors possible using OpenCL to run on Intel CPUs with support for out-of-core geometry, OpenCL FPGAs and ASICs, and AMD GPUs.

Infinite mesh and polygon sizes: OctaneRender 3 removes all limits on the maximum allowed primitive and triangle count.

1 - Hey otoy guys, these are the new features I was waiting most on OR3, do you have any idea of when these 2 features will be released???

2 - Another question is about the "out-of-core geometry", It means that with this OpenCL support we will be able to render using GPU + CPU and the memory used will be RAM memory and not VRAM???
If YES, it means that If I have a scene which needs 10gbVRAM to render, I´ll not need to buy a titanX for example which is an awesome (expensive) videocard just because the 12gbVRAM, cause with the openCL/out-of-core, If I have a videocard with just 2gbVram, the render will finish anyway (if I have enough ram memory) ??? Is that it ?

Thanks :)
OpenCL will likely be last, after all other V3 features are stable.

OOC geometry assumes the OCL backend is running on a CPU device (which should be theoretically viable after OCL GPU support is done). I posted on this before. If this works, it probably won't be fast, but it could be useful as a fallback when geometry doesn't fit into VRAM.

The infinite mesh size issue is being worked on right now, and targetting an upcoming alpha release.
Thanks a lot for the answer Goldorak and congrats for the development
Rikk The Gaijin
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Goldorak, did you guys see my bug report here? viewtopic.php?p=259683#p259683
Was that a fair complain, or am I just shooting at the clouds?
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iknowmedia
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I have a question about the texture baking feature of octane.

I have a mesh "obj" with multiple materials can I bake out just one of those materials to a texture? Or do I need to separate the mesh in individual parts and import them. I want to bake those texture with the complete model so that everything is calculating correctly and effecting each other.

Thanks!
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bepeg4d
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Hi,
yes, you can render a single material or all together depending on your needs ;)
What you need is that the material has proper UV without overlapping.
Have you seen this Lua script to automate and speed up the baking process?
viewtopic.php?f=73&t=52085
ciao beppe
MagnusL3D
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The baking feature is not high-poly to low-poly baking right ? just making sure.
pegot
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Will we be able to use more than one displacement image in V3? As of alpha 4 this does not seem possible yet (though the invert displacement feature now works),

Combining the the two images into one map is not an option because I want to animate one of the displacements (a black & white text image). I also need different Octane displacement settings for the two, which can't be done if they are combined into a single map.

This is easily done in one of my other 3d Apps -Cheetah 3d allows multiple displacements on an objects (haven't checked Blender yet but I suspect it should be possible there as well).

Would be very handy if Octane could do this as well. Are there plans to implement this feature?
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mojave
OctaneRender Team
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MagnusL3D wrote:The baking feature is not high-poly to low-poly baking right ? just making sure.
No, it's not. Baking refers to "Texture baking" using an input mesh and UV so you may bake lighting as well as info passes (normals, AO, etc.)
Berge
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Posts: 57
Joined: Wed Aug 28, 2013 1:34 pm

Are we going to be able to get several multimattes (Red, Green, Blue) from our renders in v3?
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