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OctaneRender 2020.1 LightWave Production build 2020.1.0.7

Posted: Mon Apr 27, 2020 5:01 pm
by juanjgon
Hi,

This is a production release of the OctaneRender™ 2020.1 for LightWave™ plugin version 2020.1.0.7, 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 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.

New features
To learn more about the new features and improvements of OctaneRender 2020.1, please check out the 2020.1 release post, but this is a quick list of the main new features that have been added.
  • 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 2020.1.0.7 Enterprise subscription license
https://render.otoy.com/customerdownloa ... rprise.zip
https://render.otoy.com/customerdownloa ... rprise.zip

Release 2020.1.0.7 Studio subscription license
https://render.otoy.com/customerdownloa ... studio.zip
https://render.otoy.com/customerdownloa ... studio.zip

Release 2020.1.0.7 Demo license
https://render.otoy.com/plugindownloads ... 4_demo.zip
https://render.otoy.com/plugindownloads ... X_demo.zip

Standalone 2020.1 version for the network rendering nodes
viewtopic.php?f=24&t=74586


Release Notes
=============================================
RELEASE 2020.1.0.7
=============================================

* OCTANE 2020.1 FEATURES AND BUGS FIXED:

- Fixed CUDA error on the slave when RTX was enabled and the scene used dirt or accurate rounded edges.
- Fixed CUDA error happening when using AI light in scenes while enabling RTX and mixing RTX and non-RTX geometry.
- Fixed opacity issue with metallic material or with universal material with metallic set to 1.0.
- Fixed issue causing the network daemon to give up starting the slave at start-up on slow machines.
- Fixed application crash importing LiveDB materials that would include material layer input linker nodes.
- Fixed camera target picker for mesh instances handled by RTX.
- Reduced required runtime memory per sample.
- Removed "(experimental)" from RTX flag text in the device settings.



Happy rendering,
Your OTOY Team

Re: OctaneRender 2020.1 LightWave Production build 2020.1.0.7

Posted: Mon Apr 27, 2020 11:04 pm
by Lewis
Thanks for quick release Juan.

Is this naming in sync with Octane standalone/render slaves 2020.1 FINAL ? (2020.1.7 vs 2020.1?)

Re: OctaneRender 2020.1 LightWave Production build 2020.1.0.7

Posted: Mon Apr 27, 2020 11:06 pm
by Carlos3D
Hello Juanjo.

I hope you are in good health.

I have this little problem with my Octane.

I used the Disolve object option to switch from one object to another and unfortunately when I render this failure happens.

In the render I see this thin black line that is the interception of the two objects.

Is there an option to fix this or is it an Octane bug?

Video links and animation scene:
http://www.mediafire.com/file/g5qnlj8mr ... g.mp4/file
http://www.mediafire.com/file/voy3ohfr3 ... R.rar/file

Tx: Carlos Caldeira

Re: OctaneRender 2020.1 LightWave Production build 2020.1.0.7

Posted: Mon Apr 27, 2020 11:13 pm
by Lewis
Hi Carlos,

Try dissolve value of 0.0001 instead 0.
I know it sounds silly but that fixed some of my problems in past with octane enveloped Lights, Value of 0 did not work but 0.0001 was OK (Juan suggested that)

Re: OctaneRender 2020.1 LightWave Production build 2020.1.0.7

Posted: Tue Apr 28, 2020 12:06 am
by Carlos3D
Lewis wrote:Hi Carlos,

Try dissolve value of 0.0001 instead 0.
I know it sounds silly but that fixed some of my problems in past with octane enveloped Lights, Value of 0 did not work but 0.0001 was OK (Juan suggested that)

Tx Lewis

I finished the test right now but unfortunately the problem continues even using 0.0001!

Rgds.

Carlos Caldeira

Re: OctaneRender 2020.1 LightWave Production build 2020.1.0.7

Posted: Tue Apr 28, 2020 8:09 am
by juanjgon
Carlos3D wrote:
I finished the test right now but unfortunately the problem continues even using 0.0001!
Do you have the same object duplicated exactly in the same position? This is going to be a problem for sure because even a full dissolved object is still taken into the account by the raytracer, and the overlapped geometry is prone to have artifacts due to precision issues. You need to try to displace a little one of the objects, perhaps 0.001 units or less, while at the same time you need to adjust the kernel ray epsilon to try to remove the artifacts.

Hope it helps,
-Juanjo

Re: OctaneRender 2020.1 LightWave Production build 2020.1.0.7

Posted: Tue Apr 28, 2020 8:46 am
by pixelsmack
Is this, now, the OctaneX version that Otoy was talking about last year? Does the macOS version use METAL?

Ah, I assume not.
https://techgage.com/news/otoy-to-relea ... -octane-x/

Re: OctaneRender 2020.1 LightWave Production build 2020.1.0.7

Posted: Tue Apr 28, 2020 8:48 am
by juanjgon
pixelsmack wrote:Is this, now, the OctaneX version that Otoy was talking about last year? Does the macOS version use METAL?
Nope, not yet. This is the conventional CUDA version. OctaneX is in beta stage:
viewtopic.php?f=7&t=74511

Thanks,
-Juanjo

Re: OctaneRender 2020.1 LightWave Production build 2020.1.0.7

Posted: Tue Apr 28, 2020 8:51 am
by pixelsmack
Ok cool. Thank you for the information!

Re: OctaneRender 2020.1 LightWave Production build 2020.1.0.7

Posted: Tue Apr 28, 2020 12:02 pm
by Carlos3D
juanjgon wrote:
Carlos3D wrote:
I finished the test right now but unfortunately the problem continues even using 0.0001!
Do you have the same object duplicated exactly in the same position? This is going to be a problem for sure because even a full dissolved object is still taken into the account by the raytracer, and the overlapped geometry is prone to have artifacts due to precision issues. You need to try to displace a little one of the objects, perhaps 0.001 units or less, while at the same time you need to adjust the kernel ray epsilon to try to remove the artifacts.

Hope it helps,
-Juanjo

Thank you so much for your help Juanjo

Rgds.

Carlos Caldeira