Changes in 3.0.12.10
- Re-Implemented support for hair groups. (see notes)
Set Invert Absorption on Medium nodes to false when loading old scenes. (see notes)
Properly set Motion Blur on OpenVDB import settings.
Properly set surface brightness and illumination on Emissive Textures.
- Fixed visibility tracking in render room.
- Integrated with Octane SDK 3.0 Beta 1
- Added new imager option (disable partial alpha).
- Added new SubDiv options (adaptive).
- Added new Device option (use for tonemapping).
- Added new velocity options to VDB import dialog.
- Support new activation behavior.
- Added preference to set number of digits to use for animation sequence numbers.
- Fixed issue where Viewport would not open on some systems.
- Fixed display of backgrounds and atmosphere on initial/single frame in render room.
- Fixed visibility tracking in render room.
- Fixed potential crash when starting a render in the render room.
- Fixed animated camera not exporting to .orbx
- Fixed hang that may occur when rendering an animation in the render room if nothing in the scene changes.
- Fixed crash that can occur when saving a scene if the Octane Renderer is set in the render room.
- Attempt to fix inability to open Octane Viewport on some systems.
- Added Render Room rendering. (See notes)
Invert Absorption
3.0 introduced a new flag to medium nodes called Invert Absorption. The default for this flag is true unless you load an old scene. If you load an old scene then the Invert Absorption flag should now default to false. However, there is a side effect due to the late implementation of this fix. Loading any scene that you saved prior to 3.0.12.10 will reset the Invert Absorption flag to false even if you wanted it set to true. You will need to go back into your medium nodes are reset it to true if you need to. Sorry for this inconvenience, but it is beta software after all.
Hair Groups
I have changed the way you assign shaders to hair groups. There is no longer a popup and you will not be shot into the material room when you change the shader. I think the new effect is straight forward to use. Just pick a hair group and then pick the shader you want or create a new one. You can edit the currently select shader with one of the two edit buttons if you want to. All changes take effect immediately.
Render Room Rendering
You can now render from directly inside the render room. To do so you need to switch the Renderer to Octane Renderer. The 'Enable' option does nothing so you can ignore it. Just verify your output settings and click Render. If the Octane Viewport or Settings is open then they will be closed when you start a render in the render room. I have not tried the batch queue so please let me know if it is working or not.
There are limitations when using the Render Room to render:
- Saving EXR, HDR, or Deep Images are not supported at this time.
- Camera and object motion blur is not supported at this time.
- Render Passes are not supported at this time.
- Abort only aborts rendering when the current frame is finished. The only way to stop a single frame render before max samples is reached is to kill Carrara from the Window's Task Manager.
- There is no statistical feedback. No estimates, no pixel per second, just the current frame of an animation.
- If you override the Camera position in the Octane Viewport then the rendered image in the render room will not be correct.
ATTENTION: This version is based on Octane 3.0. Make sure your NVIDIA graphics drivers is up to date.
Happy Rendering...
Download Links:
OctaneRender for Carrara (64-bit) 3.0.12.10