OctaneRender™ Standalone 3.07 TEST 5

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abstrax
OctaneRender Team
Posts: 5510
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Hi all,

This is the third public test build of version 3.07. It fixes a few annoying bugs and also adds support for FBX, glTF and bone deformations.

For an overview of the main changes of 3.07, please check out the new features post.


Changes since version 3.07 TEST 4:
  • Added support for importing glTF files.
  • Added support for importing and exporting FBX files. For more information about FBX please check out the new features post.
  • To support FBX, we also needed to add bone deformations. At the moment, this feature doesn't have much other use than supporting FBX and potentially plugins, but eventually it will hopefully help reduce the amount of data that needs to be stored for Octane projects and it will allow some future optimizations in the geometry compilation.
  • If a layer reflection pass is being rendered, it will be included in the noise estimate for adaptive sampling (see viewtopic.php?f=23&t=62780).
  • Fixed rendering of the environment medium (see viewtopic.php?p=321754#p321754).
  • Fixed incorrect rendering if a thin lens camera generates invalid rays due to a wide field of view, strong distortion and near clipping.
  • Fixed broken scene updates, when all meshes get removed. This also fixes rendering of scenes with only volumes.
  • Fixed bug causing object layer UVW transforms to not update if the object layer wasn't selected for baking initially.
  • Fixed viewport presets in scenes with no finite geometry, by just making up a center and a dimension instead.
  • Slight simplification of painting nodes when the node graph editor zoomed out and improved refresh rate when using lasso selection.
  • Single line strings are now displayed as single line strings in the node inspector.
  • Improved switching through editable fields in the node inspector.
  • Fixed wrong initial color in the color swatch for selecting the color of a node graph or note node.
  • Lua: Added octane.node.canConnectTo() and octane.node.canConnectToIx().
  • Lua: Added new field id to PROPS_NODE_ITEM. This ID is set once during the creation of node items, is unique in a root node graph and will also be stored in OCS files.
  • Lua: Added octane.node.isAnimated() and octane.node.isAnimatedIx() to check if an attribute is animated.

Downloads for users with a regular license

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


Downloads for users with a subscription license

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


Photoshop workflow plugin download

You can download and install the current Photoshop workflow plugin (1.0.5) 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
aufwind
Licensed Customer
Posts: 122
Joined: Sun Mar 31, 2013 4:47 pm

thanks for the update.

I encountered two issues with this release:

- shadow catcher isn't working
- tool tip on the layer tab of the render viewport starts flickering after a view seconds.
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Rikk The Gaijin
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Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

I've imported a simple FBX for testing, the model came in with hard-normals, and when I clicked on the normal smoothing in the object settings, Octane crashed.
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abstrax
OctaneRender Team
Posts: 5510
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

aufwind wrote:thanks for the update.

I encountered two issues with this release:

- shadow catcher isn't working
I just tried it and here it works. Do you've got any lights or an importance sampled environment in your scene? Or maybe send me an example scene showing the problem.
- tool tip on the layer tab of the render viewport starts flickering after a view seconds.
You mean the render passes selector at the bottom of the viewport? Can't reproduce it. What do I have to do to reproduce it? Thanks.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
OctaneRender Team
Posts: 5510
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Rikk The Gaijin wrote:I've imported a simple FBX for testing, the model came in with hard-normals, and when I clicked on the normal smoothing in the object settings, Octane crashed.
Thanks for testing. We will have a look at it tomorrow. In which application did you create the FBX file and could you send me a simple example showing the problem in case we can't reproduce it? Thanks a lot.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
aufwind
Licensed Customer
Posts: 122
Joined: Sun Mar 31, 2013 4:47 pm

abstrax wrote:
aufwind wrote:thanks for the update.

I encountered two issues with this release:

- shadow catcher isn't working
I just tried it and here it works. Do you've got any lights or an importance sampled environment in your scene? Or maybe send me an example scene showing the problem.
- tool tip on the layer tab of the render viewport starts flickering after a view seconds.
You mean the render passes selector at the bottom of the viewport? Can't reproduce it. What do I have to do to reproduce it? Thanks.

Picture + Scene for testing
flickering.png
Attachments
octane.orbx
(59.89 KiB) Downloaded 246 times
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User avatar
abstrax
OctaneRender Team
Posts: 5510
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

aufwind wrote:
abstrax wrote:
aufwind wrote:thanks for the update.

I encountered two issues with this release:

- shadow catcher isn't working
I just tried it and here it works. Do you've got any lights or an importance sampled environment in your scene? Or maybe send me an example scene showing the problem.
- tool tip on the layer tab of the render viewport starts flickering after a view seconds.
You mean the render passes selector at the bottom of the viewport? Can't reproduce it. What do I have to do to reproduce it? Thanks.

Picture + Scene for testing
flickering.png
Thanks for the scene. The shadow catcher option seems to be not working if the smooth option in the material is switched off. Still can't reproduce the flickering though. Will try tomorrow at work.

EDIT: Ok, the actual problem seems to be that the Alembic file is imported with the face normals flipped and changing the polygon winding order in the settings doesn't trigger a reload. We will fix it as soon as possible.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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FrankPooleFloating
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Thanks Marcus & Co. I don't have time to test for the next couple days, but is glTF 2.0 supported yet?
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Notiusweb
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Okay, tried importing FBX and GLTF!
First of, they both come into the Nodegraph Editor, which is great in itself.

FBX
2 files I brought in are screwy, have odd geometry sizings when multiple geometries are present, material slots are present, but are empty/not filled. (It does in fact have the frame-animation line, though :D )
So, you have to add in your mats manually, to discover the odd geometry.
If it has a cam, it is not matching the intended view.
Basically everything is Hucked up. Whereas if I go into 3DS Max with these files, from say C4D, they load in fine into Max, with all the cams, materials, and everything. And vice versa. So Octane is bringing them in weird.

GLTF
You can load a GLTF into a scene, but then there are no node out/in slots for it, at least in the ones I tried. And When you double click it, nothing happens....is it a geometry?
It comes in as a 'Scene', which never appears on the viewport as being rendered. So, it is hard to really gauge at all...What exactly do you do with it in the nodegraph editor, it is a self-contained node with no expandability.

FYI - I AM NOT COMPLAINING. THIS IS HUCKING AWESOME, just want to let you know my findings because it is so exciting I can hardly hucking contain myself.

Thx!!!!!
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User avatar
abstrax
OctaneRender Team
Posts: 5510
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Notiusweb wrote:Okay, tried importing FBX and GLTF!
First of, they both come into the Nodegraph Editor, which is great in itself.

FBX
2 files I brought in are screwy, have odd geometry sizings when multiple geometries are present, material slots are present, but are empty/not filled. (It does in fact have the frame-animation line, though :D )
So, you have to add in your mats manually, to discover the odd geometry.
If it has a cam, it is not matching the intended view.
Basically everything is Hucked up. Whereas if I go into 3DS Max with these files, from say C4D, they load in fine into Max, with all the cams, materials, and everything. And vice versa. So Octane is bringing them in weird.

GLTF
You can load a GLTF into a scene, but then there are no node out/in slots for it, at least in the ones I tried. And When you double click it, nothing happens....is it a geometry?
It comes in as a 'Scene', which never appears on the viewport as being rendered. So, it is hard to really gauge at all...What exactly do you do with it in the nodegraph editor, it is a self-contained node with no expandability.

FYI - I AM NOT COMPLAINING. THIS IS HUCKING AWESOME, just want to let you know my findings because it is so exciting I can hardly hucking contain myself.

Thx!!!!!
Thanks for the feedback. The problem with these file formats is that often things are not specified / documented well enough to get things right on the first try. I.e. it will take a few iterations to make it work correctly.

-> Could you send me some FBX / glTF files that don't import correctly? Thanks.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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