OctaneRender™ Standalone 3.08 TEST 4

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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 first public test build of version 3.08 which introduces these main features:
  • Programmable OSL texture
  • Programmable OSL-based projection
  • Programmable OSL-based camera
  • New specular reflection and refraction models: Beckman, GGX, Ward
  • Anisotroptic reflections
  • Metal material
  • Toon shading
For a detailed description of the new features, please read the new features thread.

Although on the surface, Octane still looks the same as 3.07 a pretty big chunk of the render code has been replaced by a completely new system. -> Please consider this build still as experimental. We expect that a good number of issues will be uncovered in the coming weeks.

There is also a slight performance hit for Maxwell and Pascal GPUs. We are talking here of a 0% - 10% speed drop compared to 3.07. We will try to improve things over the coming weeks, but consider performance to be work in progress right now. Kepler (at least compute model 3.5) seems to be faster than 3.07 for some reason.


Background

We started working on an implementation of OSL materials last year, but the preparation for OSL goes back even further since the kernel restructuring of version 3 was done with an eye on the planned implementation of OSL materials.

Now, anything programmable requires you to be able to compile some code into machine code during runtime. Turns out that this is a fairly tricky problem to solve for GPUs and although we got it working for complete OSL materials we couldn't get the compile times short enough, which broke the interactivity of Octane. We also had to restructure more stuff in the render kernels which had a negative effect on the render performance, too.

Running out of ideas how to improve the situation substantially, we tried to reduce the scope to OSL textures only and tried a couple fairly different approaches and one of them worked pretty well, eventually resulting in this release. With the new system, re-compilation of the texture code usually takes <500ms, but in more complex scenes can take 1-2s. We are trying to minimize the amount of recompilation as much as possible, but you will probably notice a small delay before rendering of a new scene starts and we don't think there is not much more we can do about it.

So yes, this has been a fairly long journey but we hope the wait has been worth it. We are aware that most users won't write OSL shaders, but plugin developers will be able to better emulate textures of the host application and we and other advanced users can share new interesting textures in the coming days and weeks. It will definitely allow a whole suite of new things, which will become clearer soon.


Near term outlook

We are planning to add 1 or 2 more features to 3.08 but the focus will be on stabilizing this version, in adding more useful OSL textures and examples and in improving the performance on Maxwell/Pascal GPUs.

So when will full OSL material support arrive? We honestly don't know yet. Before we will give OSL materials a second try, we will probably look into MDL support first since it seems to be more suitable for a path tracer like Octane and its support in the industry has grown a lot in the last couple of years. After MDL we will look into OSL material support again and hope to make it work, but we can't make any guarantees here.


Other changes since version 3.07:
  • Overhauled the skinning system to allow an arbitrary number of joint weights per vertex (for now only relevant for plugin devs).
  • Refactored the authentication / OctaneLive code. Please let us know if you experience any problems authenticating or using the LiveDB etc..
  • Fixed several bugs in the authentication system prohibiting successful authentication in some corner cases.
  • Fixed loading of normals from FBX files under certain circumstances.
  • Fixed picking of materials (see viewtopic.php?p=325089#p325089).
  • Lua: octane.render.start() has now an additional input parameter doUpdate. If set to true (default), octane.changemanager.update() is run before the actual rendering starts.

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

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
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Elvissuperstar007
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Nvidia 635m 2GB intel i7QM 6gb SoDIMM DisplayDriver 385.41

Started logging on 03.11.17 19:23:41

OctaneRender 3.08 TEST 4 (3080005)

CUDA error 209 on device 0: no kernel image is available for execution on the device
-> failed to link file
device 0: failed to load OSL kernels:
Attachments
Clip2net_171103193229.png
Clip2net_171103192703.png
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BorderLine
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Joined: Sun Mar 24, 2013 5:30 pm

Please, please, please ! Denoising is very important ! Working with Corona for interieur (diffuse lighting through opaque glass ) because there is too much noise with Octane !
Thanks !
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smicha
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OTOY, Marcus, thank you so much for your work!
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build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
athosrojas
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i stoped use octane cause when i work on light interiors or complex light situations octane render will be a festival of noise when i use 200 passes ( the viable with my 6 780 ti ) for animation, forcing me using AO kernel, i still waiting when i can use octane render in path tracing using 100 or 200 passes i believe the way is the new denoise system .
Hesekiel2517
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Wow! Really overwhelming! Thank you so much!
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enricocerica
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I found a different behavior from 3.05 and 3.08 and the problem also occurs in 3.07, I placed a mesh emitter inside a specular container (bulb lamp) and it works as expected in 3.05 and another outside but they are both visible since 3.07 as reflection, though the opacity=0, double side unchecked.

Edit : Sorry, the problem occurs only if Transparent emission is activated but if not the illumination is poor compared to 3.05

3.07 and 3.08
Capture2.JPG
Capture2.JPG (24.74 KiB) Viewed 7991 times
3.05
Capture1.JPG
Capture1.JPG (56.27 KiB) Viewed 7991 times
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bepeg4d
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hi guys,
3.08 is a great step forward for Octane, here are some images made during testing:
t_0001.png
T_0001.png
t_0001.png
Forest-Baronesse-toon-01.png
Baroness print model by Rikk the Gaijin, no bitmaps and unfolded uvs used, with the exception of the face.
Happy GPU Rendering,
ciao beppe
itsallgoode9
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could you post a quick description of the differences between the new specular models? I looked at the sample images but they look fairly the same, so i'm curious what the actual usage differences are. More Accurate? Faster but less accurate? etc.
Intel i7-3930K, 64gb RAM, Asus X79 Deluxe mobo, 2x EVGA 780 6gb (for rendering), 1x PNY quaddro k4000 (for display)
Windows 8.1 x64, Maya 2014, Octane Render v2
Techie
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Amazing release, thanks!
Intel i7 930 2.8 GHz | 24 GB | GeForce GTX 980 Ti, 6 GB | Windows 7 Pro 64-bit | Houdini FX 17.5 | http://techie.se
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