OctaneRender™ Blender 2.81a plugin version 2020.1.XB1 - 21.0 test release

OctaneRender™ for Blender 2019.1.5 - 20.7 [STABLE] Free Tier is available!



Upgraded to 2019.1.5
Enhanced the OpenVDB feature
Added missing options (velocity scale, velocity grid type, motion blur. . .)
Supported to customize absorption/scatter/emission/velocity grid id as SA
Fixed VDB volume renders as black box(SDF type) issue
Supported Octane Output (“Property - Output - Octane Output”) as it is in SA
Supported to customize “Octane Export Mode”, “Export File Format”, and “EXR Compression Type”
The export results are put under the “Output Path”
Supported Mesh Type Optimization(“Property - Object Property - Octane - Mesh Type”) for final animation render
Avoid duplicate transform updates for objects that are not Movable
Avoid duplicate mesh data updates for objects that are not Reshapable
Added a new experimental “Auto” mesh type to detect and apply the optimization automatically
e.g. it can detect and apply “Reshapable” rules for the objects that are used as smokes
It’s an experimental feature to help users get rid of the manual mesh type assignment. Please let us know if there are any cases that are not covered and handled incorrectly. We will keep on its improvements.
Optimized mesh updates in viewport preview
Removed redundant uploads for meshes(except meshes that are reshapable, modified, or in edit mode)
Supported Global mesh type
Supported object layer settings for Orbx proxy
Supported to use texture value for gradient texture
Supported to customize the OctaneDB texture cache folder(“Preferences-OctaneRender-Octane Texture Cache Folder”)


Fixed some issues in Orbx Proxy
Fixed the volume render issue
Fixed render issue of the group nodes with multiple outputs
Fixed crash of texture reference
Some other fixes merged from the latest 21.3

1 Like

Can anyone explain to me what this cache essentially does? It is by default located under users/AppData/local/Octance and there are some files with pretty cryptic names.
I was thinking of it as something like maketx from Arnold but this does not seem to be the case.

When you use materials from the OctaneDB the textures are cached into this directory. This preference option allows you to choose where to cache them instead of using the default. This has been requested for a while now on the Octane forums.

So now that I know that it is something entirely different, how do you get MipMaps to work in Octane? What format do the maps have to be in? Lets say I have a couple of 4K tiles on an assest for close range. When the camera is far away I would want the renderer to just fetch and render the right mipmap level. Would definitely help with the little amount of RAM GPUs have. Is there even such a feature in Octane?

I’m pretty sure that Octane doesn’t support pyramiding in texture images. In order for it to work on the GPU as you suggest, Octane would have to treat the textures as out-of-core, which can slow the rendering down a bit. Otherwise Octane would have to load the entire texture into VRAM which would be much larger than just using the full resolution 4K image. I’m not sure that you would gain much in performance if Octane did support MipMaps? I would be very interested if it turned out faster and/or if it did help with VRAM usage though.