OctaneRender® 2025.1 [current 2025]

VIP Information, news and announcements regarding new Octane Render commercial products and releases.
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mojave
OctaneRender Team
Posts: 1332
Joined: Sun Feb 08, 2015 10:35 pm

Hi all,

We are happy to bring you the stable release of OctaneRender 2025.1. Thanks again to all those who sent us feedback and continuously help us improving Octane.

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Important notes:
  • The minimum NVIDIA driver version required has been raised to R528 (R572 for GeForce RTX50 Series).
  • The GPU version of Open Image Denoise is supported on Volta and Ada GPUs currently. The CPU version is used on devices with other models, and on macOS.
  • The minimum version of macOS required is 14.5.
2025.1 Feature Highlights
  • Rest Attributes: We added support for rest attributes on meshes with animated vertices.
  • New Vectron Texture Displacement: Support for texture displacement in Vectron and Volume SDF nodes.
  • New Spectral LensFX: Matches the physically accurate measured effects of real world cameras lenses.
  • New Chaos Texture System: Overhauled the Chaos texture node with a number of new features and attributes.
  • Native Decal Support: New system in core to support easy and efficient placement of surface decals on geometry.
  • Render Network Integration in core: The Render Network web service and UX is now available in core as a native window panel.
  • Metal-RT: Major speed and memory improvements to hardware acceleration on Apple M3 and M4 devices with scenes using non-triangle geometry.
  • Ray step increase factor: Allows to gain speed by decreasing the quality for secondary bounces.
  • 11 New blend modes for output AOV layers
  • Added support for NVIDIA GeForce RTX50 Series (Blackwell)
  • General performance improvements for NVIDIA devices
Rest Attributes

Rest attributes remove texture shifting/distortion when using a texture projection that is not UV mapped (no UVs on the mesh) on a mesh with animated vertices. When enabled, the projections will use rest vertex positions and normals to calculate the UVW coordinates. Rest attributes don’t change during the animation so the texture mapping remains consistent.

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Rest attributes must be supported by the plugin and can be used by enabling Use rest attributes pin in a projection node with support for it.

When importing a geometry archive, Rest attributes must be enabled in the archive's import settings (e.g. set it to From bind pose for FBX or From animation time for Alembic). From file assumes that the FBX or Alembic file was produced by octane (e.g. exported to orbx via OctaneRender plugin that supports rest attributes).


Vectron Displacement

The new Vectron displacement node lets you displace a Vectron or a Volume SDF with an input texture.

It works in real time, at any scale, and is compatible with complex SDF trees or Mesh Volume SDF. You can also use a field texture to limit the area of action.

You can achieve virtually endless detail by stacking noises on top of each other giving you great results at minimal cost.

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vectron-displacement.orbx


Spectral LensFX - physically accurate rendering with real world camera data

This version introduces a realistic lens camera which produces aberrations and other effects similar to real glass camera lenses. The effects included are:
  • Bokeh
  • Optical vignetting.
  • Lens imperfections: such as soft focus, soft edges, and barrel distortion.
  • Chromatic aberration
A series of images showing different bokeh effects with different settings:

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Below is a sample image generated using the new realistic lens camera:

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Overhauled Chaos Texture System

The Chaos texture node has been updated with the following new features.
  • Support for projections other than Mesh UV.
  • Use as a normal map with corrected rotation.
  • Distort the grid with a texture.
  • Distort the grid with an internal noise.
  • Seed input controlling the main mapping randomization.
  • Tile transform to offset all tiles' rotation/scale/translation.
  • Rotation steps on random rotation.
  • Option to disable blending.
  • Increased max blending exponent.
  • Option to colorize the hexagonal tiles for visualization purposes.
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Native Decal Support

The decal feature allow you to project textures onto surfaces, adding visual details like dirt, damage or patterns without altering the underlying geometry. Decals are only compatible with mesh geometries.
This feature is primarily designed for plug-ins to implement features such as Unreal's decal system. Most users can achieve desired results by using layered materials instead. We will improve this feature in future.

The way currently works is by overriding specific channel of a material, it is necessary to specify which channel receives the decal by connecting a decal texture node to the appropriate channel.

To help position the decal in 3D, you can use the decal wire-frame, which can be toggled using the decal wire-frame button located next to the sub-sample button under the render viewport in standalone.

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Here you can find a sample scene with a simple decal setup:

decal-example.orbx

Render Network Integration in Core

The Render Network service is directly integrated into Octane's core workspace to provide a more seamless experience for users who take advantage of its computational resources. You can dock the new Render Network browser like any other work pane or keep it in a separate window and check your uploaded scenes and render jobs directly from Octane.

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Please note that the Render Network integration is only available on Windows and Linux for now.


Metal-RT optimized HW acceleration on Apple devices

This version improves support for hardware acceleration on Apple M3 and M4 hardware by adding support for non-triangle primitives such as hair, particles, texture displacement and analytic lights.

This means that scenes that use non-triangle geometry will be also able to leverage the HW instead of falling back to the software implementation as before. Scenes with large amounts of triangles as well as other primitives will initially benefit most from this approach.

Below is a performance comparison using a synthetic test scene on an Apple M4Pro chip.

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Neu Rungholt medieval village by "kescha"


Octane Server (Experimental)

The new Octane server node allows submitting scene to a octane server and obtain result of the rendering by the network. The server can currently be another Standalone app instance or a separate Octane Server app.

This is an experimental feature which currently works in Octane Standalone only on Windows and with limited Linux support. To enable it go to Settings -> Application, enable the Enable experimental node graphs checkbox, press OK and restart Octane

Here you can find a scene with a minimal setup that uses a server instance on the same computer. In order to start the server in a separate instance of Octane Standalone go to Octane Server -> Start.

octane-server.ocs

Changes since 2025.1 Beta 2

Resolved issues
  • Fixed spectral textures (e.g. star field) shifting to purple when used in a composite texture.
  • Fixed descriptions of render pass nodes with a type input.
  • Fixed rendering error when rest attributes were used with vertex displacement
  • Fixed denoiser output being too dark when using a custom camera aperture texture.
  • Fixed denoiser output and environment AOV when using universal camera with custom aperture texture.
  • Fixed camera mask AOV having imager settings applied to it.
  • Fixed camera navigation behavior of universal cameras in panoramic mode.
  • Fixed too fast panning speed with thin lens cameras when using distortion with very wide FOV angles.
  • Fixed application crash in some plug-ins when enabling the Octane AI denoiser on Windows.
  • Fixed environment medium which doesn't work if the scene contain decal nodes.
  • Fixed USD winding order orientation, it is now as per the orientation attribute of the USD geometry primitive.
  • Fixed crash on macOS when the denoiser was toggled during a render.
  • Fixed possible render engine hang when setting an interactive region immediately after starting a render with photon mapping.
  • Fixed unnecessary render restarts after using the interactive render region tool, or after switching between render viewport tools.
  • Fixed wrong UV mapping of 3D procedural textures used as input to a Color to UV node if the output of that node goes to an image texture node projection input.
  • Fixed Open Image Denoise not working on Blackwell devices by using the CPU fallback since there's no GPU version available for this architecture at the moment.
  • Fixed a bug where exporting multiple AOVs during rendering could produce inconsistent samples per pixel between AOVs.
  • Fixed application crash when a Composite Material is used as the base material input of a Layered Material.
  • Fixed issue causing the denoiser sometimes not running for complex output AOVs when rendering was complete.
  • Fixed issue causing wrong rendering of displacement triangles in some cases on macOS when using HW ray-tracing.
  • Fixed unnecessary render restarts when switching the denoiser type while the denoiser is disabled.
  • Fixed wrong SSS appearance for liquid in glass on macOS.
  • Fixed issue causing wrong rendering of hair primitives on macOS when using HW ray-tracing.
  • Fixed issue causing wrong rendering of quad and disk primitives on macOS when using HW ray-tracing.
  • Fixed render regression when missing regular and displacement triangles when using HW ray-tracing on macOS.
  • Fixed issue causing the default project to be loaded in some cases where it should not on macOS.
Lua API
  • Added octane.apiinfo.PROPS_SYSTEM_INFO.driverVersion which contains the driver version string (NVIDIA only).
Other changes
  • Bumped maximum and default values for all kernels for "Parallel samples" and "Max. tile samples" pins.
  • Added pop-up message if any cuDNN file goes missing after being downloaded.
  • Removed incorrect error message about dirt when using global texture AOVs with no dirt.
  • General performance improvements for NVIDIA devices.
  • Display the number of GPU cores next to the device name for Apple devices.
  • A new log flag stats has been added to enable logging of statistics collection. When the flag is set to 2, it resets the user's consent, causing the statistics collection consent window to pop up again.
  • A new log flag yesStatsDontAsk has been introduced to allow the user to enable statistics collection without being prompted for consent.
  • A new log flag noStatsDontAsk has been introduced to allow the user to disable statistics collection without being prompted for consent.
Downloads

Downloads for Studio+ Subscription Users

OctaneRender Studio+ 2025.1 Standalone for Windows (installer)
OctaneRender Studio+ 2025.1 Standalone for Windows (ZIP archive)
OctaneRender Studio+ 2025.1 Standalone for Linux

OctaneRender 2025.1 Standalone for macOS

OctaneRender Studio+ 2025.1 Node for Windows (installer)
OctaneRender Studio+ 2025.1 Node for Windows (ZIP archive)
OctaneRender Studio+ 2025.1 Node for Linux

Demo

OctaneRender Demo 2025.1 Standalone for Windows (installer)
OctaneRender Demo 2025.1 Standalone for Windows (ZIP archive)
OctaneRender Demo 2025.1 Standalone for Linux

Happy rendering
Your OTOY team
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linograndiotoy
OctaneRender Team
Posts: 1340
Joined: Thu Feb 01, 2018 7:10 pm

Awesome release!

Thanks!
Last edited by linograndiotoy on Tue Apr 01, 2025 6:35 am, edited 1 time in total.
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nuno1980
Licensed Customer
Posts: 777
Joined: Sat Dec 18, 2010 10:04 pm

Hello, guys. :D
 
Nice release! :mrgreen:


I tested this new #octanerender with 2 "new" benchmark.orbx files with default tile and new 128-tile (but !!CAUTION!! - new 128-tile samples due to up to 9.5GB VRAM used as very high :O :) ) at Path Tracing kernel only on my RTX 4090@all stock speeds with non-OC version (Studio 572.83 driver) running Win10 22H2 - 4k-spp (S/px) benched:

-default parallel+tile-
ATV - 181 MS/s during 11 seconds
Box - 143 MS/s during 14 seconds
Idea - 192 MS/s during 11 seconds
Interior - 110 MS/s during 19 seconds
-> Total - average 156.5 MS/s during 55 seconds

-128 both parallel+tile (9.2GB~9.5GB VRAM used)-
ATV - 189 MS/s during 11 seconds
Box - 149 MS/s during 14 seconds
Idea - 199 MS/s during 10 seconds
Interior - 115 MS/s during 18 seconds
-> Total - average 163 MS/s during 53 seconds :O :mrgreen:

NOTE: still no new OctaneBench... ;)

-> Check -download- new benchmark modded with default tile samples:
viewtopic.php?p=437912#p437912
--or--
-> Download - new benchmark modded with 128-tile sample:
download/file.php?mode=view&id=95191
NOTE: This needs WinRAR or WinZIP for extract this downloaded file! ;)

Best regards. ;)
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NOTE: I'm sorry for bad english due to mute ;)

i7-12700KF
2x16GB RAM@DDR4-3600
MSI PRO Z690-A DDR4
Zotac GF RTX 4090 <3 :mrgreen:
SSDs OCZ RD400 0.5TB and Crucial 2TB SATA3
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Hesekiel2517
Licensed Customer
Posts: 457
Joined: Mon Nov 23, 2015 10:57 pm

Great stuff! I wanted to try this new ray step increase factor thing, but could not find it. Where can I enable this?
FrankLIU
OctaneRender Team
Posts: 29
Joined: Sun Nov 13, 2016 9:18 pm

Hesekiel2517 wrote: Tue Apr 01, 2025 3:58 am Great stuff! I wanted to try this new ray step increase factor thing, but could not find it. Where can I enable this?
the "Ray Step Increase Factor" is normally in the interval [0, 1], which will map to 0% to 100% as shown in the GUI.
You can find this "Ray Step Increase Factor" setting within Node Inspector, if the you click any kind of Medium Node.
Ray Increase Factor Setting.png
BTW, 100% increase factor means it will use 2 times the set "step length" in the end to do the tracing.
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Terryvfx
Licensed Customer
Posts: 375
Joined: Tue Dec 30, 2014 12:43 am

Thanks for the release, When can we expect this update to be online on https://rndr.x.io/?
J.C
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In Octane Compositor/Output AOV Bloom layer is missing "Cutoff" value.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
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