OctaneRender™ Standalone 3.06 TEST 3

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abstrax
OctaneRender Team
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Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Hi all,

This is the third test release of the 3.06 development cycle, mostly improving the new features and fixing bugs. You can find a detailed description of the new 3.06 features in this thread.


Changes since version 3.06 TEST 2:
  • Added support for GP100 GPUs (compute capability 6.0).
  • Added back the pixel grouping option to the adaptive sampling settings, since it turned out to be quite useful to have in various cases.
  • Added new option expected exposure to the adaptive sampling settings. It is used to determine the brightness of a pixel and thus allows adaptive sampling to tweak the min. samples and noise estimate (see the new features thread for more details.
  • Changing noise threshold, min. adaptive samples and expected exposure or toggling the noise pass will not restart rendering anymore.
  • Improved tone mapping of noise pass.
  • Improved the distribution of adaptive sampling masks to net render slaves.
  • Small tweak: If a change in the render settings doesn't require a render restart (e.g. tonemap settings), integration on local and remote GPUs is not interrupted anymore.
  • Reduced the amount of data we store in the sample states, which saves about 100MB GPU memory for a parallel samples value of 16.
  • Added triplanar projection node to allow the triplanar texture map calculate the UVW coordinates for an input textures, which simplifies setting up triplanar texture mapping.
  • Added a blend cube transformation pin to the triplanar texture map to control the orientation of the "blend cube".
  • Fixed CUDA failure when a triplanar map texture is used in scenes with no instances or too many instances.
  • Fixed the random colour texture to work in media, too.
  • Fixed a CUDA failure that potentially could affect all scenes that contain scatter media.
  • Added dragging of .csv files into the node graph editor.
  • Switched from LuaJIT 5.1 to Lua 5.3 and integrated an external FFI module into Octane Lua.

Downloads for users with a regular license

regular version for Windows (installer)
regular version for Windows (ZIP archive)
regular version for Mac OS X (DMG image)
regular version for Linux (ZIP archive)


Downloads for users with a subscription license

subscription version for Windows (installer)
subscription version for Windows (ZIP archive)
subscription version for Mac OS X (DMG image)
subscription version for Linux (ZIP archive)


Photoshop workflow plugin download

A new version of the Photoshop plugin (1.0.5) has been made available, containing the following changes:
  • Added support for noise layer added in v3.06.
  • Added support for Photoshop 2017.
You can download and install the plugin either via the Adobe Exchange platform or you can download it from the link below and manually install it.

Windows and Mac OS X
Photoshop extension (v1.0.5) (ZXP archive)


Happy rendering,
Your OTOY NZ Team
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Hesekiel2517
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Very nice! Thank you!
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smicha
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Thank you!
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build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
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enricocerica
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Thanks,

Would it be possible to add a refresh scatter action on a group node which will reload all the files in the scatter nodes for this group. I have some grouping nodes with about 50 scatters and when I regenerate them I must refresh one by one or reload the project :-/
Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
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Scottiefeng
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Thanks guys
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abstrax
OctaneRender Team
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Location: Auckland, New Zealand

enricocerica wrote:Thanks,

Would it be possible to add a refresh scatter action on a group node which will reload all the files in the scatter nodes for this group. I have some grouping nodes with about 50 scatters and when I regenerate them I must refresh one by one or reload the project :-/
Would it be ok to reload all scatter nodes? If yes, a little Lua script would do the trick.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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funk
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Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Thanks guys!

I had a quick play with the new triplanar texture stuff. My initial animated test (rotating object: viewtopic.php?p=305030#p305030 ), now works as expected, without any modification. The new triplanar projection also makes setting this stuff up a LOT easier (smart solution).

I have to mess around with it more, but you guys have done a great job. Thanks for listening to our feedback.
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
calus
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Joined: Sat May 22, 2010 9:31 am
Location: Paris

funk wrote:now works as expected, without any modification. The new triplanar projection also makes setting this stuff up a LOT easier (smart solution).
Yes, nice job on triplanar node and projection ! :)

and lots of other improvements...
Pascal ANDRE
rrbarb
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Joined: Wed Feb 26, 2014 1:40 am

! Excellent !
! ThankYou !

./rrb
manalokos
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Posts: 441
Joined: Fri Nov 18, 2011 4:43 pm

Thank you so much for adding the csv drag and drop!
enricocerica wrote:Thanks,

Would it be possible to add a refresh scatter action on a group node which will reload all the files in the scatter nodes for this group. I have some grouping nodes with about 50 scatters and when I regenerate them I must refresh one by one or reload the project :-/
Enrico, there is a script lying around that does that.
Here it is:
Attachments
refresh scatter nodes.lua
(855 Bytes) Downloaded 307 times
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