Octane 4.0 released


(dobe) #21

i have worked with octane for the new commercial jobs. I really like the renderengine!

For me a bit more possibilities in the area of lights and renderpases

(Grimm) #22

Changes since OctaneRender 4 RC 5:

  • Reverted changes to the volume rendering in the direct lighting kernel when the AO mode is being used which were made in 4 RC 3. We will address the original problem and other volume render issues again in a future update.
  • Lowered the minimum exposure of the camera imager node from 0.001 to 0.00001.
  • Improved sheen of the universal, glossy and metal materials: In glossy and metal materials it was too bright and didn’t conserve energy and in the universal material it was too dark/subtle.
  • Improved handling of emitting primitives that have no area.
  • Fixed missing statistics for emission primitive and instance counts.
  • Fixed AI light crash when you scale an emitter down to 0.0f.
  • Fixed resource leak every time the denoiser is disabled and enabled again.
  • Fixed missing motion blur when an OSL camera is being used.
  • Fixed incorrect inclusion of the environment in the denoised main pass if render layers are enabled and keep environment is on.
  • Fixed number overflow in denoiser in certain situations (see viewtopic.php?p=347154#p347154).
  • Fixed issue that coating and sheen channels of the universal material were missing in the reflection filter pass.
  • Fixed partial shadow on ground planes when using the render layer shadows passes, if there is any light from the environment reaching the plane from below (see viewtopic.php?p=347350#p347350).
  • Fixed render system freeze when a greyscale value texture is used as input of a displacement node.
  • Fixed interactive region rendering not properly resetting the tone-map intervals. The tone-map interval is now also limited to 4sec when active.
  • Trying to work around CUDA error 2 (out of memory) by using a different / slower method to clear GPU memory (see above).
  • When importing Alembic files the time sampling parameter of extra UV attributes is now ignored, enabling the rendering of stitched RealFlow mesh exports (see viewtopic.php?p=347717#p347717).
  • Standalone: Object handles now also include transformations of nested node graphs.
  • Standalone: Reduced sensitivity of the object scale handle.
  • Standalone: Fixed UI freeze when highlighted object handle is double-clicked and then dragged.
  • Standalone: Special media keys on your keyboard will be ignored now.
  • Standalone: Modified Windows installer to avoid false positives that some anti-virus tools report for the uninstaller.

(Grimm) #23

Changes since OctaneRender 4 RC 6:

  • Added option to the batch render script and job to allow saving of both the main and the denoised main passes (see viewtopic.php?p=348116#p348116).
  • Fixed broken preview rendering if the main render module hasn’t been initialized yet (see for example here: viewtopic.php?p=348636#p348636).
  • Fixed darkening of the planar material preview rendering when a glossy, meetal or universal material is being rendered.
  • Fixed artifacts in the sheen / coating layers of the universal material (see viewtopic.php?p=347984#p347984).
  • Fixed fireflies when sheen and coating are both enabled in the universal material.
  • Fixed clear coat of universal material to have no effect if its IOR is 1.
  • Fixed energy gain at glancing angles when the clear coat roughness is low.
  • Fixed excessive usage of system memory during the compilation of heavily overlapping geometry.
  • OSL: Added support for specifying a step size for integer inputs via the sensitivity metadata.
  • Standalone: Fixed incorrect progress bar updates on Windows 10.
  • Standalone: Reimplemented rotation handle which now allows you to rotate objects multiple times around the picked axis.
  • Lua: Added octane.project.setSelection() which clears the current selection and selects the given node items and pins.

Some good news:

Abstrax posted “This is another release candidate fixing various issues in the materials as well as the material preview rendering. We really hope that this is the last one and we can get the stable version out next week.”

(Grimm) #24

New features

For an overview of the main new features and improvements of version 4, please check out our blog post, but in a nutshell these are the main new features that have been added with version 4:

  • Overhauled geometry engine that dramatically reduces compilation times.
  • Support for out-of-core geometry.
  • AI Light: Improved sampling of emitters, which is a lot more effective than the old method if you have many small emitters that have only a fairly local effect.
  • AI Denoiser: Cleans up your render, which can dramatically cut render times.
  • Global light inclusion/exclusion.
  • Light linking: Allows the inclusion/exclusion of light IDs in the object layer nodes, which can be used to control the direct influence of emitters on objects.
  • Universal material: Merges the properties of the diffuse, glossy, specular and metal materials into one material.
  • Planetary environment based on the Nishita sky model, simulating the scattering of sun light in the atmosphere to render the sky.
  • UDIM support via the new image tile texture node.
  • Image texture compression.
  • Layer selection in the OpenEXR image export.
  • Dirt support in the info channel passes / kernel.
  • Overall performance improvements in the render engine and in loading HDR and OBJ files.
  • Support to capture direct and indirect light separately in the light render passes.
  • Support for material / object layer map nodes in conjunction with FBX / Alembic geometry archives.
  • Support for emission on sphere primitives.

The free version hasn’t been released yet, but they say it will be soon.