OctaneRender™ Standalone 1.26

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
User avatar
stratified
OctaneRender Team
Posts: 945
Joined: Wed Aug 15, 2012 6:32 am
Location: Auckland, New Zealand

Hi All,

This release fixes some issues reported for the previous versions.

Changes since 1.25

Rendering
  • Fixed box mapping in object space.
  • Allow negative values for the object scale.
  • Render targets are always renderable even if there's no geometry or camera connected.
Scene and Geometry Import
  • Added packaging to save a scene together with all it's assets in a single file (Octane package - ocp file).
  • Saving of the materials in the LiveDB and locally is enabled again.
Lua Scripting
  • Improved the conveniece of the copy functions in Lua.
  • Fixed a crash when an UI component had 0 width.
  • Added a collapsible panel stack UI component.
  • Recursive searching in nodegraphs.
  • Daylight, turntable and generic animation scripts are now shipped with Octane.
  • Added a button button to load scripts immediately in the editor.
  • Windows created from a script don't disappear to the background anymore on Mac and Linux.
Other Changes
  • Linux is built with Ubuntu 10.04 instead of CentOS 5.5. Technically, glibc 2.11 is now required to run Octane (formerly it was glibc 2.5). Roughly this means that Octane needs a distro more recent than end 2009 (formerly it was end 2006).
Download:

Windows
ZIP archives:
- 64-bit
- 32-bit

MacOS X
ZIP archive:
- 32-bit and 64-bit

Linux
ZIP archive:
- 64-bit

Happy rendering,
Your OTOY NZ Team
User avatar
grimm
Licensed Customer
Posts: 1332
Joined: Wed Jan 27, 2010 8:11 pm
Location: Spokane, Washington, USA

Yay! Thanks Octane team! :D Now I can finish up my turntable script.
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
Elvissuperstar007
Licensed Customer
Posts: 2516
Joined: Thu May 20, 2010 8:20 am
Location: Ukraine
Contact:

http://render.otoy.com/forum/viewtopic.php?f=33&t=37821

Octane 1.0 = 9.93 ms/sec

Octane 1.1 = 6.19 ms/sec

Octane 1.2a = 6.33 ms/sec

Octane 1.25 = 6.40 ms/sec

Octane 1.26 = 3.57 ms/sec
Win11/msi x79a-gd45 (8d)/ Intel Xeon e5 2690v0/ 64gb DDR3 1866/ Nvidia 4090 Asus TUF/ be quiet! Straight Power 11 1000W 80 Plus Platinum
Page octane render " В Контакте " http://vkontakte.ru/club17913093
ephdot
Licensed Customer
Posts: 51
Joined: Tue May 03, 2011 12:59 am
Location: NJ, USA

Thanks guys.

+1 for OCP. It's also nice to have Live DB/Local back.
AMD-1100T 6 core, GTX-590 & GTX-480 1.5GB, 16GB 1600MHz RAM, 1TB WD 6GB/s, Win7 64bit, Blender 2.68a for Octane 2.2, Octane 1.20, Blender/Octane Server 2.2
User avatar
Elvissuperstar007
Licensed Customer
Posts: 2516
Joined: Thu May 20, 2010 8:20 am
Location: Ukraine
Contact:

fake shadow does not work
Attachments
1,26.jpg
Win11/msi x79a-gd45 (8d)/ Intel Xeon e5 2690v0/ 64gb DDR3 1866/ Nvidia 4090 Asus TUF/ be quiet! Straight Power 11 1000W 80 Plus Platinum
Page octane render " В Контакте " http://vkontakte.ru/club17913093
Zay
Licensed Customer
Posts: 1123
Joined: Sun Jan 17, 2010 2:53 am

Trying to set black body lights without luck in this version. Works fine in 1.25 but not in 1.26.
Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser
User avatar
Elvissuperstar007
Licensed Customer
Posts: 2516
Joined: Thu May 20, 2010 8:20 am
Location: Ukraine
Contact:

texture emission and black body does not work
Win11/msi x79a-gd45 (8d)/ Intel Xeon e5 2690v0/ 64gb DDR3 1866/ Nvidia 4090 Asus TUF/ be quiet! Straight Power 11 1000W 80 Plus Platinum
Page octane render " В Контакте " http://vkontakte.ru/club17913093
User avatar
abstrax
OctaneRender Team
Posts: 5510
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Ok, thanks for the feedback. I hope we can find and fix the issues tomorrow and then release an update.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
voon
Licensed Customer
Posts: 527
Joined: Tue Dec 17, 2013 6:37 pm

Elvissuperstar007 wrote:http://render.otoy.com/forum/viewtopic.php?f=33&t=37821

Octane 1.0 = 9.93 ms/sec

Octane 1.1 = 6.19 ms/sec

Octane 1.2a = 6.33 ms/sec

Octane 1.25 = 6.40 ms/sec

Octane 1.26 = 3.57 ms/sec
What do these numbers mean? I mean I know where to see them, I know about the testrender scene and whatnot, but what is an "ms"? And is it even sensible, to compare this across versions or do recent releases achieve more work done per "ms", so despite smaller numbers, it may actually be faster?
User avatar
stratified
OctaneRender Team
Posts: 945
Joined: Wed Aug 15, 2012 6:32 am
Location: Auckland, New Zealand

voon wrote:
Elvissuperstar007 wrote:http://render.otoy.com/forum/viewtopic.php?f=33&t=37821

Octane 1.0 = 9.93 ms/sec

Octane 1.1 = 6.19 ms/sec

Octane 1.2a = 6.33 ms/sec

Octane 1.25 = 6.40 ms/sec

Octane 1.26 = 3.57 ms/sec
What do these numbers mean? I mean I know where to see them, I know about the testrender scene and whatnot, but what is an "ms"? And is it even sensible, to compare this across versions or do recent releases achieve more work done per "ms", so despite smaller numbers, it may actually be faster?
It's megasamples/sec. It basically states how many ray paths Octane is tracing through the scene per unit of time. They will differ from release to release but if there are sudden jumps it migh indicate an issue. It's an indicator and the numbers should be considered on a per scene basis.

The only "real" measurement is to see how good the image quality (noise reduction) is after a certain amount of time. And indeed, some algorithms may actually take less samples (lower numbers) to achieve better results. Thats why we have for example path tracing vs PMC, you would use PMC for scenes with more "difficult" light paths. In theory if you take an infinite amount of samples, the result should be the same. In practice, your customers don't want to wait an infinite amount of time on what they paid for :D

cheers,
Thomas
Post Reply

Return to “Development Build Releases”