Octane Render v1.022 beta2.2 Release Candidate 1 released

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

Hi everyone,

Refractive Software LTD is proud to announce the availability of version 1.0 beta2.2 RC1 of Octane Render.

The Release candidate is available for testing to licensed customers only on the customer forums.
Once we have finalized the beta 2.2, we will supply updated DEMO versions,
including the plugins for max, maya, xsi and blender, and possibly more upcoming plugins which are in development.


New Features since beta2.1

Code: Select all

- Multi GPU Support (add more than one GPU to use in device manager)
  The navigation/interaction is faster with each GPU you add.

- Recursive textures
- 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 exporting - plugins for Autodesk Softimage XSI, Autodesk 3Ds Max, Autodesk Maya and Blender. (sketchup and c4d are in development)

Additional Changes & Bugfixes since beta2.1

Code: Select all

- Rhino compatible OBJ import fixed
- Vertex normal interpolation flip in the render core fixed,
  so CAD and Moi3D normals with supplied vertex normals should render with accurate shading
  (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.

Yours,
The Octane Render Team
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
SurfingAlien
Licensed Customer
Posts: 355
Joined: Thu Jan 21, 2010 12:05 am
Location: Italy

cool,
thank you!
MacBookPro unibody 2x2.4GHz | 4Gb | 9400M+9600GT 256Mb | OSX 10.6.8
i7 2600-K @3.4GHz | 8Gb | GTX560Ti 2Gb | Windows7x64 | Octane 1.0 b2.52
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Daniel79
Licensed Customer
Posts: 451
Joined: Tue Jan 26, 2010 3:53 pm
Location: Italy

Thanks alot...you are amazing!!!
SORRY, MY ENGLISH IS BAD!
2 Xeon quad core E5440_8gb Ram_Nvidia GeForce 2GTX 780ti 3Gb/Nvidia Quadro K2000_Win10 64bit_Octane 3.02_Rhinoceros3D
Garcia
Licensed Customer
Posts: 46
Joined: Wed Jan 20, 2010 9:14 am

- Rhino compatible OBJ import fixed


That's sounds fine! I hope now I can start to play with Octane...and as soon as I will test the demo and I will see that all is ok...I will have €99 less! :-)

Have a great day

;)
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Hawker
Licensed Customer
Posts: 68
Joined: Sat Feb 20, 2010 2:19 am

Great

Hi,
the plugins will be a king of bridge to use the octane engine inside the cg soft or the engine will be inculde in the plugin or it will be something else ?
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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

Hawker wrote:Great

Hi,
the plugins will be a king of bridge to use the octane engine inside the cg soft or the engine will be inculde in the plugin or it will be something else ?
they are plugins that export to octane and allow to control octane to render animations etc...
it's not a separate product or a version of octane that installs into the host app.

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
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mlody47
Licensed Customer
Posts: 868
Joined: Mon Feb 01, 2010 8:02 pm
Location: Warsaw Poland
Contact:

Once again..

NICEEEE !!!! :mrgreen:
i7 2600K + 2X gtx 580 + GTX 560 Ti + 8gbram + Win7 +
AUTODESK SOFTIMAGE 2012
www.behance.net/mlody47
havensole
Licensed Customer
Posts: 463
Joined: Fri Jan 15, 2010 9:31 pm
Location: Rialto, CA USA
Contact:

Well I was able to do some tests with the new RC. Single gtx470 in an external box was running at about 3.03 megasamples/sec with the octane benchmark scene. Total render time was 51 minutes. setting it for dual gtx470's things got better. megasamples/sec jumped to close to 6 and render time went down to 28 minutes.
System 1: EVGA gtx470 1280Mb and MSI gtx470 1280 in Cubix Xpander for Octane, AMD 945, 4Gb Ram
All systems are at stock speeds and settings.
Richcat
Licensed Customer
Posts: 13
Joined: Thu Jan 14, 2010 2:48 pm
Location: uk
Contact:

Great to see the sketchup plugin is in development :D.
I very recently found a obj ruby export that didn't have the smoothing problem when rendered, but when I had selected smooth - no smoothing. (it wasn't very visible in textured environ, but visible in daylight), so its probably not reading that from the sketchup file?

Apple model by michalis for sketchucation forum
Attachments
Apple Texture.jpg
Apple Daylight.jpg
GTX 550Ti 1GB - XP PRO 32 bit - Sketchup Pro user.
User avatar
radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

Richcat wrote:Great to see the sketchup plugin is in development :D.
I very recently found a obj ruby export that didn't have the smoothing problem when rendered, but when I had selected smooth - no smoothing. (it wasn't very visible in textured environ, but visible in daylight), so its probably not reading that from the sketchup file?

Apple model by michalis for sketchucation forum
if your exporter does'nt export vertex normals octane should calculate them and you should be able to just enable smooth on the material to smooth your object(s).
btw, please post in the demo forum about demo questions...

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
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