OctaneRender 2020.1 LightWave Beta build 2020.1.0.6

Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

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juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Hi,

This is a beta release of the OctaneRender™ 2020.1 for LightWave™ plugin version 2020.1.0.6, available for LightWave 11.6, 2015.3, 2018.0, 2019.0/2019.1 and 2020.0 Windows x64 and OSX. This build has been compiled using the Octane 2020.1 RC4 core.

To use Octane 2020.1, you need to have a Studio or Enterprise subscription license. We recommend you to update your NVIDIA driver to at least 435.80 for Windows or 435.12 for Linux.

As with all experimental builds, we advise to not to use this release for production purposes. We can't guarantee that scenes saved with this version will be compatible in future releases, and we anticipate there being several maintenance releases.

New features
To learn more about the new features and improvements of OctaneRender 2020.1, please check out the 2020.1 XB1 release post, but this is a quick list of the main new features that have been added. The features not listed here, like the new universal camera node, will be available in the upcoming builds.
  • New option to enable the RTX improvements.
  • Spectron Area and Sphere light types.
  • New Hosek-Wilkie Spectral Sky Model.
  • Improvements to Round Edges artist control.
  • SSS Improvements and Random Walk SSS.
  • Spectral Hair Material.
  • ACES: new workflow and Image Container File Layout
  • Volume Step % and Shadow Step %
  • Volume Sample Position Displacement
  • New Universal Dirt System

Release 2020.1.0.6 Enterprise subscription license
https://render.otoy.com/customerdownloa ... rprise.zip
https://render.otoy.com/customerdownloa ... rprise.zip

Release 2020.1.0.6 Studio subscription license
https://render.otoy.com/customerdownloa ... studio.zip
https://render.otoy.com/customerdownloa ... studio.zip

Release 2020.1.0.6 for LightWave 2020.0 Both licenses for Windows and MacOS
https://render.otoy.com/customerdownloa ... 2020.0.zip

Standalone 2020.1 RC4 version for the network rendering nodes
viewtopic.php?f=15&t=74515


Release Notes
=============================================
RELEASE 2020.1.0.6
=============================================

* OCTANE 2020.1 RC4 FEATURES AND BUGS FIXED:

- Fixed a few scenarios causing CUDA errors after some scene updates.
- Fixed an issue with recent NVIDIA drivers that would cause materials to not to be properly assigned to some instances when using RTX.
- Fixed object layer and material maps so they also work with the new light node types.
- Fixed some scenarios which would cause Octane to not to be able to reach any server due to invalid Windows proxy settings.
- Fixed crash happening during startup on OSX when a proxy is configured in the OS settings.
- Fixed case in which compilation of invalid meshes would result in an unhandled exception.
- Fixed CUDA error when layered materials would exceed the maximum number of layers allowed.
- Fixed CUDA error happening with some mediums with zero scattering values.
- Improved sampling of scattering media with saturated scatter and absorption spectra.
- Mitigated appearance of fireflies in mediums with a highly wavelength-dependent scattering radius.


==========================================
RELEASE 2020.1.0.5
=============================================

* PLUGIN FEATURES AND FIXES:

- Fixed an issue in in the IPR refresh while working with LW2015.3
- Fixed a crash in the IPR window clone feature.

* OCTANE 2020.1 RC3 FEATURES AND BUGS FIXED:
- Fixed a crash when saving images from certain scenes due to erroneous infinite scene bounds.
- Fixed autobump scale getting reset to zero after changing other material values.
- Fixed issue causing layered material to not show emission when the base diffuse material was completely black.
- Fixed issue with specular material generating fireflies when using sun environment.
- Fixed issue with denoiser causing darker edges when objects would be out of focus and alpha channel was enabled.
- Fixed issue that would cause the denoised main pass to miss the environment.
- Fixed render freeze when enabling the wireframe pass with volumes.
- Fixed issue causing an incorrect bump map strenght to be applied when auto bumpmap was enabled.
- Fixed issue causing an error when using RTX and out of core.
- Fixed crash on slave nodes when using adaptive sampling and a mix of beauty and info passes.
- Fixed wrong lighting when using both RTX and non-RTX geometry if alpha shadows were disabled.
- Fixed issue with subsurface scattering causing visible seams.
- Fixed issue causing excessive noise when using random walk medium with non-uniform color.
- Removed lock step length pin in medium nodes. This has been replaced by a checkbox that enables using volume step length for volume shadow step length.
- Render slaves use the same RTX on/off setting as the master they are connected to and changes in the master are propagated to all slaves.



Happy rendering,
Your OTOY Team
Last edited by juanjgon on Mon Apr 27, 2020 5:01 pm, edited 4 times in total.
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Mastoy
Licensed Customer
Posts: 106
Joined: Tue Nov 26, 2013 5:27 pm

Yeah ! The network rendering bug has been fixed ! Thank you so much Juanjo !!
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juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Hi,

I've just updated this post including a new 2020.1.0.6 plugin build compiled using the latest just released Octane 2020.1 RC4 core.

Thanks!
-Juanjo
hkleton
Licensed Customer
Posts: 86
Joined: Wed Apr 06, 2016 6:17 am
Location: Netherlands

Hi Juanjo,

Thanks for the update! Seems a lot more stable again.
With my huge scene I now can render 10 pictures (using F9), then Octane/LW crashes.
Animation with 100+ frames can render in one go.
When I am doing test renders using F9, after a number of testrenders Octane crashes really hard. (this was also the case in 2020.1.0.4, in 2020.1.0.3 even worse)
Say 2020.1.0.4 I was able to render 5 x using F9, now i can render 10 x using F9. (2020.1.0.5 and 2020.1.0.6)
Restart LW and you can do some more renders, then crash again.
Seems like a memory leak or something.

Error log shows this:

00:01:43 (0103.04) | >>> Draw preview image finished. Releaseing mutex
00:01:43 (0103.86) * OCTANE API MSG: CUDA error 2 on device 3: out of memory
00:01:43 (0103.86) * OCTANE API MSG: -> could not get memory info
00:01:43 (0103.86) * OCTANE API MSG: CUDA error 2 on device 2: out of memory
00:01:43 (0103.86) * OCTANE API MSG: CUDA error 2 on device 3: out of memory
00:01:43 (0103.86) * OCTANE API MSG: -> failed to copy memory to device.
00:01:43 (0103.86) * OCTANE API MSG: Failed to allocate page-locked memory: error 2
00:01:43 (0103.86) * OCTANE API MSG: -> failed to copy memory to device.
00:01:43 (0103.86) * OCTANE API MSG: Failed to allocate page-locked memory: error 2
00:01:43 (0103.86) * OCTANE API MSG: device 3: failed to copy mesh to device
00:01:43 (0103.86) * OCTANE API MSG: device 2: failed to copy mesh to device
00:01:43 (0103.86) * OCTANE API MSG: Failed to allocate page-locked memory: error 2
00:01:43 (0103.86) * OCTANE API MSG: Failed to allocate page-locked memory: error 2
00:01:43 (0103.86) |
00:01:43 (0103.86) | ++++++++++++++++++++++
00:01:43 (0103.86) * OCTANE API MSG: Failed to allocate page-locked memory: error 2
00:01:43 (0103.86) | +++ RENDER FAILURE +++ processing the failure callback
00:01:43 (0103.86) | ++++++++++++++++++++++
00:01:43 (0103.86) |
00:01:43 (0103.86) * OCTANE API MSG: Failed to allocate page-locked memory: error 2
00:01:43 (0103.86) |
00:01:43 (0103.86) * OCTANE API MSG: Failed to allocate page-locked memory: error 2
00:01:43 (0103.86) | Aborting rendering detected
00:01:43 (0103.86) * OCTANE API MSG: Failed to allocate page-locked memory: error 2
00:01:43 (0103.86) | >>> Refresh preview window
00:01:43 (0103.86) * OCTANE API MSG: Failed to allocate page-locked memory: error 2
00:01:43 (0103.86) * OCTANE API MSG: Failed to allocate page-locked memory: error 2
00:01:43 (0103.86) | >>> Draw preview window information
00:01:43 (0103.86) * OCTANE API MSG: Failed to allocate page-locked memory: error 2
00:01:43 (0103.86) * OCTANE API MSG: Failed to allocate page-locked memory: error 2
00:01:43 (0103.86) * OCTANE API MSG: Failed to allocate page-locked memory: error 2
00:01:43 (0103.86) * OCTANE API MSG: Failed to allocate page-locked memory: error 2
00:01:43 (0103.86) * OCTANE API MSG: Failed to allocate page-locked memory: error 2
00:01:43 (0103.86) * OCTANE API MSG: Failed to allocate page-locked memory: error 2
00:01:43 (0103.86) * OCTANE API MSG: Failed to allocate page-locked memory: error 2
00:01:43 (0103.86) * OCTANE API MSG: Failed to allocate page-locked memory: error 2
00:01:43 (0103.86) * OCTANE API MSG: Failed to allocate page-locked memory: error 2
00:01:43 (0103.86) * OCTANE API MSG: No device pointer for out-of-core memory 00000024A85AC060
00:01:43 (0103.86) * OCTANE API MSG: No device pointer for out-of-core memory 0000002423852060
00:01:43 (0103.86) * OCTANE API MSG: No device pointer for out-of-core memory 000000279E2AC060
00:01:43 (0103.86) * OCTANE API MSG: No device pointer for out-of-core memory 000000255F488060
00:01:43 (0103.86) * OCTANE API MSG: No device pointer for out-of-core memory 00000024574B0060


And this goes on for 1000 or more lines :)

Is there a way to tell which device is what in Windows?

Edit:
With trial and error I think I have found out which device is what, when I disable the first and last (4th) device in Octane, I can render without issues.
Half the speed , since a 2080ti and 1080ti are being idle . Which is a waste of power.
So when the displaycards are being used, this error seems to happen.

Best regards,
Hans
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BorisGoreta
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How do I control a color of a shadow that falls on toon material ?
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BorisGoreta
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Juanjo, would it be possible to use scene editor to switch objects and lights on and off. Currently we need to reload whole scene when we switch stuff on and off.
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Mastoy
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Posts: 106
Joined: Tue Nov 26, 2013 5:27 pm

There seem to be another problem with network rendering and render passes : the ambient occlusion pass is messed up when rendering with a slave.
The pass looked washed out, like if the gamme was off, and sometimes it shows "blocks" that are rendered differently in the image.
If I disable network rendering, everything is fine.

Here is the pass when I disable network rendering :

Image





And here is the pass when the network slave is used :

Image



Same cards and drivers on both Master and Slave
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Rainbow-3D
Licensed Customer
Posts: 64
Joined: Tue Dec 11, 2018 7:27 pm

Hi Juanjo,
is it possible to implement in the lw plugin the cache of the geometry and textures, so when close and open again the ipr no need every time to reload the full scene (but maybe only what is changed)? I just now know that in the blender (and maybe cinema) versions it is implemented now. I understand that it is a new funcion of 2020 RC4. This will be a so big boost in the workflow...
Thank you
Gianluca
Win 7 x64 | Asus P8P67-M - i72600K | 16 GB RAM | 1 x nVidia RTX 2800
Win 11 | i7 13700K | 64 GB RAM | 1 x nVidia RTX 4090
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BorisGoreta
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That would be excellent !
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juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

BorisGoreta wrote:Juanjo, would it be possible to use scene editor to switch objects and lights on and off. Currently we need to reload whole scene when we switch stuff on and off.
There was a limitation on the LightWave SDK related to this feature, but I'll check if it is possible now in the latest LightWave versions.

Thanks,
-Juanjo
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