OctaneRender™ Standalone 3.00 alpha 3

A forum where development builds are posted for testing by the community.
Forum rules
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.
Post Reply
chupinsky27
Licensed Customer
Posts: 32
Joined: Wed Apr 02, 2014 3:17 pm

Goldorak wrote: 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.
Glad to hear that you guys are exploring other avenues to specifically support the MacPro/OSX. I admit that I'm not fully versed in all the technologies available to a developer to make something like this happen so when I heard of doubts of OpenCL's viability, I was worried. Either it be Metal, OpenCL, Boltzman, or something I am completely unaware of, I'm sure you guys will figure it out.

On a tangent, what are the current thoughts of a virtualized environment? I remember the moment I got hooked into Octane... seeing Octane run on a rack of Nvidia VCAs, remotely, off a laptop, several hundred miles away at the GTC 13 presentation. For a studio environment like mine, minus the remote capabilities, this could be the best solution... that is, if the resources could be dynamically allocated based off of the artist's needs. Again, I am not versed in the technical capabilities of this yet I'm curious.
C4D R17 | c4doctane v3 beta 2.1 | 2x980ti 2x780ti watercooled | Windows10 | 64GB ram
User avatar
smicha
Licensed Customer
Posts: 3151
Joined: Wed Sep 21, 2011 4:13 pm
Location: Warsaw, Poland

abstrax wrote:
What could be a reason for inverted normals for any geometry with a displacement map applied (from zbrush if it helps)?
Could you show a screen shot? Normals shouldn't be inverted by displacement mapping.
Here is the screenshot. Are vertex normals as should be with displacement on ?
Attachments
inv-norm.jpg
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
User avatar
grimm
Licensed Customer
Posts: 1332
Joined: Wed Jan 27, 2010 8:11 pm
Location: Spokane, Washington, USA

I'm not sure that this has worked for a while but the obj file loader doesn't read the mtl file correctly. It used to just have problems with normal maps but now it doesn't read any texture type correctly.
fog-test2-nofog.obj
(27.86 KiB) Downloaded 201 times
The forum software doesn't let me upload the mtl file but here it is:

Code: Select all

# Blender MTL File: 'fog-test2-nofog.blend'
# Material Count: 2

newmtl Material.001
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2

newmtl Material.002
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
These were generated by Blender.
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
User avatar
grimm
Licensed Customer
Posts: 1332
Joined: Wed Jan 27, 2010 8:11 pm
Location: Spokane, Washington, USA

The environment medium doesn't work for me. :( I made this test scene in Blender to test using the sphere around the camera method. Here is what I was able to get with scattering set to 0.0002 and scale set to 80:
fog-testv3.png
Here are the settings in the Blender plugin:
fog-test-blender.png
Then when I tried to replicate the same settings in V3 standalone I get this:
fog-testv3-octane.png
Here are the files:
fog-test2.blend
(596.93 KiB) Downloaded 202 times
v3-fog-test.ocs
(27.74 KiB) Downloaded 204 times
Thanks :)
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
User avatar
Goldorak
OctaneRender Team
Posts: 2321
Joined: Sun Apr 22, 2012 8:09 pm
Contact:

Dmi3ryd wrote:Buy offline activation with addition to regular license or upgrade from 2to3?
If you buy v3 or or update from v2 after the beta is over.
User avatar
Dmi3ryd
Licensed Customer
Posts: 233
Joined: Mon Feb 25, 2013 1:31 pm
Location: Russia
Contact:

Goldorak thanks.
Win 8.1/64 | Geforce GTX780TI | Core I7 970 | 24GB
User avatar
Notiusweb
Licensed Customer
Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

Here is a video of the multi-GPU viewport lag I had referenced. It compares V3 vs V2.

https://vimeo.com/152060121
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
cfrank78
Licensed Customer
Posts: 328
Joined: Sat Nov 17, 2012 11:44 pm

Notiusweb wrote:Here is a video of the multi-GPU viewport lag I had referenced. It compares V3 vs V2.

https://vimeo.com/152060121
THANK YOU! I hope this problem gets solved very soon!

By the way - the offline activation block for alpha and beta is one of the worst YOU HAVE TO BUY IT, GIVE US OUR MONEY ACTION ive seen in a long, long time!

But hey - just one little point more on the list why V3 is a dissappointment for some of us.

Have a nice day - Chris!
mib2berlin
Licensed Customer
Posts: 1194
Joined: Wed Jan 27, 2010 7:18 pm
Location: Germany

By the way, did you remember you are testing ALPHA software?
Not feature complete, buggy as hell and so forth.
if you don´t like to be a tester use stable version.

Cheers, mib
Opensuse Leap 42.3/64 i5-3570K 16 GB
GTX 760 4 GB Driver: 430.31
Octane 3.08 Blender Octane
User avatar
Notiusweb
Licensed Customer
Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

by mib2berlin » Sun Jan 17, 2016 6:31 pm
By the way, did you remember you are testing ALPHA software?
Not feature complete, buggy as hell and so forth.
if you don´t like to be a tester use stable version.

Cheers, mib
No....wait...this is the Alpha...?
I could have sworn it was Epsilon...or Gamma...yeah, maybe more Gamma...

Mib, you got me thinking now, I can make a user list with issues that way the developers can see a collection of the user experience.

Anyone, what would you say is your top issue/concern.
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Post Reply

Return to “Development Build Releases”