Octane Render 1.022 beta2.2 RC1 available [obsolete]

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User avatar
radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

Hi everyone,

Refractive Software LTD is proud to announce the availability of version 1 beta2.2 RC1 of Octane Render.

We worked very very hard today to get the 2.2 RC1 to you today as promised.
Please read this thread completely and carefully as this is a major update and has many new things you should be aware of.

We're pretty sure we will have a lot of issues reported as we have changed the engine drastically during the last weeks,
and we will definately take note of all reported issues and provide an RC2 asap (monday or tuesday), which should hopefully become the final.

This is an unfinished RC, it's not recommended for newcommers! New users should use the beta2.1 version

First of all, this release candidate comes only as zips/archives.

This release is not backwards compatible with 2.1 scenefiles.
It might read them, but you might have several material differences.

Many things have changed, 'floatnodes' are now not useable as textures anymore, they are only for parameters.
Instead we now have additional 'floattexturenodes' which are in the class of textures and can be used along with the other texture types.

You'll notice this release is a lot more flexible texture and procedural texture wise.

We'd like to hear from you, and please report any problems you might have,
as we do not have all the required hardware in our offices to test everything (eg multi-gpu combinations on the 3 supported platforms)

We will start separate threads for the new Export Plugins, don't post issues with the plugins in this thread, use the threads we will create soon for the scripts instead, in the general discussion forum.

New Features since beta2.1

Code: Select all

- Multi GPU Support (add more than one GPU to use in device manager)

- Recursive textures (currently up to 8 levels deep)
- Mix texture - mix 2 textures by an amount (or other texture)
- Scale texture - scale one texture by another

- turbulence procedural texture is more flexible and usefull, can be used in a hierarchy with colours, and scaled with float, float2 or float3
  you can for example use it to make brown coloured woods etc with scaling it in the x direction only, 
  then modulating it as the value of a mix node with a brown and light brown colour, for example.

- many new command line arguments for automation and network batch animation rendering.
  from a command prompt, type: 'octane --help' and it will show you all the command argument flags available.

- animation and camera/sundir still frame exporter plugins for softimage (face), 3ds max (mads & kilaD), blender (enricocerica) and Autodesk Maya (bazuka)
Known Problems and Unfinished Items

Code: Select all


- the material ball object sometimes displays bands/errors, on older cards (8000/9000 series etc...)
  we're still investigating this, it's due to the relatively large new recursive texture system. 
  it goes away if you click on another material and then back and usually then on does'nt reappear then.

- when rendering with more than 1 gpu, and 'filtering' is enabled, you might see a horizontal line on your render.
  we will remove the filtering system for the RC2, as it's better to supersample instead, so we'll add supersampling as a built-in feature.

- direct sunlight through opacity mapped geometry is not working yet, this is scheduled for beta 2.3 with MLT making it much easier.

- you cannot use the turbulence procedural texture on the bump map channel yet. this will be added in upcoming RC2.

- you might notice speed differences as the whole texture code has been rewritten.

- we have not yet parallelized the tonemapping.
  this is a complex thing as it's different for the 3 architectures of GPU types (eg 8000, 9000+ and GTX400)
  we need more time to work on it and RC2 will improve much on it.

  due to this, you will not achieve 2x speedup with 2 cards.
  with fermi cards (GTX400 series) you will get near 2x speedup,
  but with earlier cards it will be more like 1.6x or equiv.

  this will be improved in the RC2.

- we have no multi-GPU mac system yet, so we have not tested the software in multi-gpu mode on a Mac.
  we're very interested to hear about mac user's experiences.

- same as above but for linux. we are however installing 2 linux machines with multi-gpus so this will be easier for us to test for RC2.

- if you're texture hierarchy is higher than 8 levels, you'll probably get strange behaviour, there's no warning message yet.

Additional Changes & Bugfixes since beta2.1

Code: Select all

- Rhino compatible OBJ import fixes (test please!)
- Vertex normal interpolation flip in the render core fixed,
  so CAD and Moi3D normals with supplied vertex normals should render with accurate shading (test please!)
  (you must export from Moi3D with the option to weld the edges turned off!)

- make the node inspector not jump back to the top after changing something fixed.
- UV scale float2 node issue fixed
- rgb swatch does'nt update after node parameter change fixed
- make reset camera remember last loaded camera position and last command arg given camera position fixed
- make root project tab's name update the project root node's name fixed.

- and many other small issues are resolved.

Download


MS Windows XP/Vista/7


32bit: http://www.refractivesoftware.com/rcdow ... _win32.zip (6.8MB)
x64: http://www.refractivesoftware.com/rcdow ... in_x64.zip (7.7MB)



Apple MAC OS X 10.5/6


32bit: http://www.refractivesoftware.com/rcdow ... MacOSX.zip (8.9MB)

(Note: Current Nvidia CUDA toolkits are 32bit only, we will supply x64 Mac OS X packages in the future, when nvidia supports it)



GNU/Linux


x64: http://www.refractivesoftware.com/rcdow ... nux_x64.gz (8.6MB)

(Note: This is a gzip'ed binary, just gunzip it and rename it to 'octane' or equiv and run it,
you might have to set the executable flag/perm on it)



Please post your experiences and possible issues with this release candidate in this thread.
Your help is much appreciated.

Thanks for your help in testing and good luck! :)

Yours,
The Octane Render Team
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
User avatar
face
Octane Plugin Developer
Posts: 3204
Joined: Sat Mar 06, 2010 2:10 pm
Location: Germany

Good work again ;)
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
cgbeige
Licensed Customer
Posts: 127
Joined: Sun Apr 04, 2010 5:30 pm

great - I'll post with the dual GTX 285 Mac feedback.
nirokugraphic
Licensed Customer
Posts: 19
Joined: Sat May 08, 2010 6:18 am

woohoo !

you guys are awesome !
scratch/post (Michael Todd) Independent Broadcast Designe + Visual Effects Artist www.scratchpostvfx.com
Max 09/2012 Win 7 64 | Quadro FX 3800 | Intel Core2Quad 2.39GHz | 8GB
User avatar
Halford
Licensed Customer
Posts: 18
Joined: Mon Apr 19, 2010 9:19 am
Location: Bruxelles
Contact:

Good Work guys! I don't know if normal...but it looks faster to me :D

Will do couple of testing tonight.

Hal.
Core i7 990x|GTX 580 3GBram|PNY GTX275|24GB ram|Win 7 64Bit....and the wonderful Octane :)
cgbeige
Licensed Customer
Posts: 127
Joined: Sun Apr 04, 2010 5:30 pm

first question: are there plans to add an ADD option for the texture mix? This is essential for wet or coat materials.
cgbeige
Licensed Customer
Posts: 127
Joined: Sun Apr 04, 2010 5:30 pm

doesn't launch with dual GTX 285 in Mac Pro. Crash log follows - the cards work fine and render in OpenCL okay:

http://grab.by/grabs/b90447a54ae79b6025 ... 911ac4.png

and CUDA nbody works so it's just Octane that can't do it:

http://grab.by/grabs/313ee3b69476865bb7 ... dc2222.png


Process: octane [303]
Path: /Applications/octane.app/Contents/MacOS/octane
Identifier: org.refractivesoftware.octanerender
Version: 1.02 (1.02)
Code Type: X86 (Native)
Parent Process: launchd [193]

Date/Time: 2010-05-13 14:33:10.703 -0400
OS Version: Mac OS X 10.6.4 (10F46)
Report Version: 6

Interval Since Last Report: 117384 sec
Crashes Since Last Report: 8
Per-App Interval Since Last Report: 383 sec
Per-App Crashes Since Last Report: 2
Anonymous UUID: 3536D0CE-D8D4-4044-896C-7D3F2C55A4FF

Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x00000000758b417d
Crashed Thread: 0 Dispatch queue: com.apple.main-thread

Thread 0 Crashed: Dispatch queue: com.apple.main-thread
0 ...activesoftware.octanerender 0x00402546 SliderLabelComp::~SliderLabelComp() + 149782
1 ...activesoftware.octanerender 0x004031c5 SliderLabelComp::~SliderLabelComp() + 152981
2 ...activesoftware.octanerender 0x004139a0 std::vector<TickerImage*, std::allocator<TickerImage*> >::_M_insert_aux(__gnu_cxx::__normal_iterator<TickerImage**, std::vector<TickerImage*, std::allocator<TickerImage*> > >, TickerImage* const&) + 29760
3 ...activesoftware.octanerender 0x00029cf3 JUCEVPApplication::initialise(juce::String const&) + 387
4 ...activesoftware.octanerender 0x0019b045 ProjectManager::~ProjectManager() + 1468405
5 ...activesoftware.octanerender 0x0019b493 ProjectManager::~ProjectManager() + 1469507
6 ...activesoftware.octanerender 0x00028998 std::_Rb_tree<std::string, std::pair<std::string const, int>, std::_Select1st<std::pair<std::string const, int> >, std::less<std::string>, std::allocator<std::pair<std::string const, int> > >::insert_unique(std::_Rb_tree_iterator<std::pair<std::string const, int> >, std::pair<std::string const, int> const&) + 116024
7 ...activesoftware.octanerender 0x000288f6 std::_Rb_tree<std::string, std::pair<std::string const, int>, std::_Select1st<std::pair<std::string const, int> >, std::less<std::string>, std::allocator<std::pair<std::string const, int> > >::insert_unique(std::_Rb_tree_iterator<std::pair<std::string const, int> >, std::pair<std::string const, int> const&) + 115862

Thread 1: Dispatch queue: com.apple.libdispatch-manager
0 libSystem.B.dylib 0x9880b942 kevent + 10
1 libSystem.B.dylib 0x9880c05c _dispatch_mgr_invoke + 215
2 libSystem.B.dylib 0x9880b519 _dispatch_queue_invoke + 163
3 libSystem.B.dylib 0x9880b2be _dispatch_worker_thread2 + 240
4 libSystem.B.dylib 0x9880ad41 _pthread_wqthread + 390
5 libSystem.B.dylib 0x9880ab86 start_wqthread + 30

Thread 2:
0 libSystem.B.dylib 0x9880a9d2 __workq_kernreturn + 10
1 libSystem.B.dylib 0x9880af68 _pthread_wqthread + 941
2 libSystem.B.dylib 0x9880ab86 start_wqthread + 30

Thread 3:
0 libSystem.B.dylib 0x9880a9d2 __workq_kernreturn + 10
1 libSystem.B.dylib 0x9880af68 _pthread_wqthread + 941
2 libSystem.B.dylib 0x9880ab86 start_wqthread + 30

Thread 0 crashed with X86 Thread State (32-bit):
eax: 0x758b4075 ebx: 0x03104d68 ecx: 0x03104fb0 edx: 0xffffffff
edi: 0x03104cf0 esi: 0x00000000 ebp: 0xbffff808 esp: 0xbffff7a0
ss: 0x0000001f efl: 0x00010282 eip: 0x00402546 cs: 0x00000017
ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037
cr2: 0x758b417d

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Model: MacPro4,1, BootROM MP41.0081.B07, 8 processors, Quad-Core Intel Xeon, 2.66 GHz, 24 GB, SMC 1.39f5
Graphics: NVIDIA GeForce GTX 285, NVIDIA GeForce GTX 285, PCIe, 1024 MB
Graphics: NVIDIA GeForce GTX 285, NVIDIA GeForce GTX 285, PCIe, 1024 MB
Memory Module: global_name
Bluetooth: Version 2.3.3f8, 2 service, 19 devices, 1 incoming serial ports
Network Service: Ethernet, Ethernet, en0
PCI Card: NVIDIA GeForce GTX 285, Display, Slot-1
PCI Card: NVIDIA GeForce GTX 285, Display, Slot-2
Serial ATA Device: HL-DT-ST BD-RE GGW-H20L
Serial ATA Device: OCZ VERTEX-TURBO, 119.24 GB
Serial ATA Device: SAMSUNG HD103UJ, 931.51 GB
Serial ATA Device: SAMSUNG HD103UJ, 931.51 GB
Serial ATA Device: ST31000340AS, 931.51 GB
USB Device: PTZ-631W, 0x056a (WACOM Co., Ltd.), 0x00b5, 0x1d100000
USB Device: WIBU-BOX/RU, 0x064f (WIBU-Systems AG), 0x0bd8, 0x3d100000
USB Device: BRCM2046 Hub, 0x0a5c (Broadcom Corp.), 0x4500, 0x5a100000
USB Device: Bluetooth USB Host Controller, 0x05ac (Apple Inc.), 0x8215, 0x5a110000
USB Device: Natural® Ergonomic Keyboard 4000, 0x045e (Microsoft Corporation), 0x00db, 0x1a200000
FireWire Device: built-in_hub, Up to 800 Mb/sec
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User avatar
Halford
Licensed Customer
Posts: 18
Joined: Mon Apr 19, 2010 9:19 am
Location: Bruxelles
Contact:

OK I got a first issue.

I wanted to compare with a previous model to see speed/render difference, but I got an issue:

Loading obj 13MB
Loading Texture 1 2.5MB
Loading Texture 2 1.6MB

1 glossy +1 specular on Daylight.

on Octane 2.1 my scene is about 209.3 MB
on Octane 2.2 my scene goes to 850 MB and get warnings, I have to simplify the scene....lol...it's already so basic.

hope it helps.

Hal.
Core i7 990x|GTX 580 3GBram|PNY GTX275|24GB ram|Win 7 64Bit....and the wonderful Octane :)
User avatar
Diogo Moita
Licensed Customer
Posts: 58
Joined: Tue Jan 26, 2010 4:20 pm
Location: Brazil
Contact:

Nice improvements list, I´m already testing!
Thanks guys,
Diogo
i7 930, 12Gb, 2x GTX470
http://www.3dm.com.br
jipe
Licensed Customer
Posts: 28
Joined: Wed Mar 17, 2010 12:40 am

Ran the benchmark scene and noticed my speed dropped by about 13% (1.49 Ms/s to 1.32). I saw the note regarding possible speed differences due to the rewritten texture code, so perhaps that's the cause?
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