Changes since OctaneRender 2019.1 RC1:
- Minor performance improvements
- Fixed AI light darkening images, improved stability
- Improved info channel kernel speed
- Fixed render failure when enabling shadow catcher inside a diffuse material under a layered material
- Removed dielectric/coating layers and turned dielectric layer into specular layer again
- Fixed universal/layered materials rendering some passes incorrectly when there is diffuse+specular, vs glossy material
- Fixed universal material coating causing the specular layer to be ignored
- Fixed universal material rendering incorrectly when transmission is white, albedo is black, and reflection model is GGX
- Fixed coating layer rendering incorrectly when roughness is zero
Changes since OctaneRender 2019.1 XB2:
自OctaneRender 2019.1 RC1以来的更改:
轻微的性能改进
修复了AI亮度变暗的图像,提高了稳定性
改进的信息通道内核速度
修复了在分层材质下的漫反射材质内启用阴影捕捉器时渲染失败的问题
去除电介质/涂层并将电介质层再次变为镜面层
修复了通用/分层材质在存在漫反射+镜面材质与光泽材质的情况下会导致某些不正确通过的问题
固定的通用材质涂层导致镜面层被忽略
修复了当透射率为白色,反照率为黑色且反射模型为GGX时通用材质渲染不正确的问题
修复了粗糙度为零时涂层错误渲染的问题
自OctaneRender 2019.1 XB2以来的更改:
- Upsampler: Fixed info passes crash when using the upsampler.
- Upsampler: Fixed incorrect render issue with the upsampler.
- Upsampler: Reverted subsampling settings back to project settings where they were before. Now Upsampling settings are separated into the Imager node.
- Upsampler: Fixed issue when saving tonemapped HDR. Please note: untonemapped HDR and info passes can not be upsampled currently.
- Fixed minor error in subdivision
- Layered materials: Fixed incorrect render result when a layered material is created using the layer pin of a base material
- Layered materials: Fixed incorrect render result for layered material with medium
- Layered materials: Fixed IOR tracking in layers
- Layered material: Split specular layer material into dielectric layer material and coating layer material, and added thin wall option to specular material.
- Layered material: Fixed inconsistency when one material is shared between multiple material layers.
- Volumetric spotlight: Fixed the appearance of a "negative spotlight" on surfaces outside the cone. If you need to change the distribution on the emission, please make sure it has a input called "angle".
- Volumetric spotlight: Fixed possible Lua error if the emitter material is replaced with a non-emitting material.
- Lua: fixed syntax highlighting for string literals using brackets with equal signs as delimiters.
- Lua: Fixed crash when a Lua script calls error() without arguments.
- Changed default affect roughness value to 0.5.
- Fixed universal material not recognizing the medium when albedo is not black.
- Fixed upsampler and subsampling being coupled. These now operate independently.
- Fixed material preview render failure.
- UI: Decoupled subsampling and upsampling.
- UI: Fixed resizing of device manager list box. Added a few other cosmetic fixes and improve keyboard focus behaviour.
- Removed incorrect contributions from hidden render layers in light passes.
- Allow SDF inputs on all OSL node types.
- Fixes and improvements for the geometric primitive.
- Remove page locking requirement for denoiser. In some cases this will improve system stability.
- Fixed coating layer being affected by IOR map / anisotropy in universal material.
- Fixed universal material incorrectly rendering when transmission is white and diffuse is black.
- Fixed metallic material having a flipped normal.
- Fixed denoiser failing the second time it is used because of an allocation issue.
- Fixed some rounded edges artefacts when rendering at small scale.
- Fixed Cryptomatte export crash
- Fixed apparent freezing of progress bar when loading a large scene and compressing a texture at the same time.
- Fixed region lasso when using upsampling.
- Changed Vertex displacement mixer to have dynamic pins to be consistent with other nodes such as geometry group, layer group, etc.
- Fixed backface shading for microfacet BRDFs
- Fixed incorrect normals in some info passes.
- Fixed multiple SDFs in a scene having incorrect bounding boxes.
- Fixed volume rendering artefacts when viewing a volume with another volume's bounding box in the way.
- Fixed flipped normals in some scenes.
- Fixed crashes when doing material preview of any materials that use object transforms.
- Fixed OSL named matrices.
- Fixed displacement anomaly when height is set to zero.
- Fixed alpha channel missing when using AI Upsampler.
Changes since OctaneRender 2019.1 XB1:
上采样器:修复了使用上采样器时信息通过崩溃的问题。
上采样器:修复了上采样器的渲染错误。
上采样器:将子采样设置恢复为以前的项目设置。现在,“升采样”设置被分离到“成像器”节点中。
上采样器:修复了保存色调映射的HDR时的问题。请注意:无色调映射的HDR和信息传递当前无法进行超采样。
修复了细分中的小错误
分层的材质:修复了使用基础材质的层销创建分层的材质时渲染结果不正确的问题
分层材质:修复了具有中等大小的分层材质的错误渲染结果
分层的材质:固定的IOR分层跟踪
分层材质:将镜面反射层材质分为介电层材质和涂层材质,并在镜面反射材质上添加薄壁选项。
分层的材质:解决了在多个材质层之间共享一种材质时的不一致问题。
体积聚光灯:修复了圆锥体外部表面上“负聚光灯”的外观。如果需要更改发射的分布,请确保它具有一个称为“角度”的输入。
体积聚光灯:固定了如果将发光材质替换为非发光材质可能造成的Lua错误。
Lua:使用等号作为定界符的括号固定了字符串文字的语法高亮。
Lua:修复了Lua脚本不带参数调用error()时崩溃的问题。
将默认的影响粗糙度值更改为0.5。
固定了通用材质,当反照率不是黑色时无法识别介质。
修复了上采样器和子采样耦合的问题。这些现在独立运行。
修复了材质预览渲染失败的问题。
用户界面:解耦的子采样和上采样。
UI:修复了设备管理器列表框的大小调整。添加了其他一些外观修复,并改善了键盘焦点行为。
从光通道中的隐藏渲染层中删除了不正确的贡献。
在所有OSL节点类型上允许SDF输入。
对几何图元的修复和改进。
删除去噪器的页面锁定要求。在某些情况下,这将提高系统稳定性。
固定涂层受通用材质中IOR映射/各向异性的影响。
修复了当透射为白色而漫反射为黑色时通用材质错误地渲染的问题。
具有翻转法线的固定金属材质。
由于分配问题,固定降噪器第二次使用失败。
修复了小比例渲染时一些圆角边缘伪影的问题。
修复了Cryptomatte导出崩溃
修复了加载大型场景并同时压缩纹理时进度条的明显冻结。
使用上采样时固定区域套索。
更改了顶点置换混合器,使其动态销与其他节点(例如几何组,图层组等)保持一致。
修复了微面BRDF的背面阴影
修复了某些信息传递中不正确的法线。
修复了具有错误边界框的场景中的多个SDF。
固定体积渲染伪像时,使用另一体积的边界框查看体积。
修复了某些场景中翻转的法线。
修复了在对使用对象变换的任何材质进行材质预览时崩溃的问题。
修复了OSL命名矩阵。
将高度设置为零时的固定置换异常。
修复了使用AI Upsampler时缺少Alpha通道的问题。
自OctaneRender 2019.1 XB1以来的更改:
Improvements
- Increase maximum number of alpha intersections to 200. This fixes some scenes that have a huge amount of alpha maps.
- Layered materials: Added material layer pin to the base materials.
- Layered materials: Improved optimization of layer sampling.
- Reduced soft limit of subdivision in vertex displacement node to 6, you can still override it with larger values if needed.
- Allow subdivision to be cancelled if it is taking too long.
- We now remember the last directory when using "Import..." menu item in the node graph editor panel.
Bug Fixes
- Camera: Fixed stereo rendering and camera motion blur for OSL camera.
- Cryptomatte: Fixed Cryptomatte passes for distinct nodes.
- Cryptomatte: Fixed updates to Cryptomatte passes after changing material and object layer assignments.
- Deep Pixels: Fixed incorrect maximum samples rendered when deep pixels is enabled without render passes.
- Displacement: Fixed vertex displacement mid level calculation with displacement offset.
- Displacement: Fixed displacement object layers.
- Displacement: Fixed displacement on UV set 2 and 3 when UV set 1 is invalid.
- Emission: Fixed emission if "keep instance power" is enabled, but sampling rate is 0.
- Emission: Fixed emitters with "keep instance power" when rendering a simple mesh.
- Exporter: Fixed some inconsistent behaviour in Alembic exporter when dealing with zero matrices.
- LiveDB: Fixed LiveDB and LocalDB components not refreshing after loading a scene.
- Lua: Fixed default values being ignored when building pin infos for linkers.
- Lua: Fixed mistake causing the names and labels of some dynamic pins returned by the Lua API to be empty.
- Lua: Fixed stack overflow when using octane.gui.bind().
- Material: Fixed wrong orientation for bump maps for triangles mirrored in UV space.
- Material: Fixed roughness not being updated after a scattering in a medium.
- Material: Fixed layered materials' bumps/normals fireflies.
- Material: Fixed specular material GGX issue when using high IOR and roughness.
- Material: Fixed GGX calculation producing nan value when camera is looking directly at the surface.
- Material: Fixed transmission weight incorrectly contributing sometimes.
- Material: Fixed some other layered material inconsistencies.
- Material: Fixed metallic modes switching not causing the right IORs to get updated.
- Material: Fixed universal material when using 0 transmission and 0 diffuse reflection.
- Material: Fixed overexposed transmission in layered material.
- Material: Fixed a case where roughness was contributed to a following layer despite being masked out.
- Material: Fixed material duplications during rebuilds, which sometimes causes crashes with displacement materials.
- Material: Fixed metallic RGB IOR when albedo is black.
- Material: Layered materials: Fixed fake shadow throughput.
- Network Render: Fixed Cryptomatte network rendering.
- Network Render: Fixed vertex attributes not working with network render.
- Network Render: Fixed OSL Camera not working over network render.
- Network Render: Fixed SDF not working over network render.
- Nodegraph: Fixed octane.node.getPinInfoIx(...).name was returning the label instead of the pin name.
- Planetary Environment: Fixed sun disappearing before reaching the horizon in planetary mode when altitude is arbitrarily high.
- Render Pass: Fixed volume Z-depth passes.
- Stability: Fixed multiple deadlocks due to vertex displacement.
- Stability: Fixed a possible crash if the subdivider fails for some reason.
- Stability: Fixed a crash when stopping the render engine and then starting a material preview.
- Stability: Fixed crash and lock happening when rendering is stopped sometimes.
- Stability: Fixed a crash during activation on some machines with RAID setups.
- Stability: Fixed rare crash issue on exit.
- Stability: Fixed a possible crash caused by animated joints.
- Vectron: Allow Vectron nodes to inherit their bounding boxes from their inputs if P_SIZE is disconnected. This lets you create operators which automatically resize bounds as necessary.
- Vectron: Fixed a number of inaccuracies and performance problems related to volume SDFs used as inputs to Vectron nodes.
- Vectron: Fixed a crash when the same volume SDF is used as input in more than one OSL geometry input.
- Vectron: Fixed material and object layers connected beneath some vectron nodes.
- Vectron: Add basic Vectron operators (union and subtract).
- Volume: Fixed volume overlap behaviour for higher step lengths. Note: it is still important to use the same step length for all volumes that overlap each other.
- Volume: Fixed object transforms in OSL for volumes and volume SDFs.
- Volume: Fixed double voxel counts.
- Volume: Fixed volume step length setting not affecting the quality of volume shadow.
- UI: Fixed sometimes negative frame counts.
- UI: Some small layout adjustments to the application preferences panel.
- UI: Fixed clipping of IP address in the network render preference window.
- UI: Clean up login window (links, font).
- Misc: Fixed irradiance and clay mode
- Misc: Fixed autofocus picking when using fast rounded edges.
改进之处
将最大Alpha交点数量增加到200。这可以修复某些具有大量Alpha贴图的场景。
分层材质:在基础材质上添加了材质层销。
分层材质:改进了层采样的优化。
将顶点置换节点中的细分的软限制减小为6,您仍然可以根据需要使用较大的值覆盖它。
如果花费太长时间,则允许取消细分。
现在,我们在节点图编辑器面板中使用“导入...”菜单项时记得上一个目录。
Bug修复
相机:修复了OSL相机的立体渲染和相机运动模糊。
Cryptomatte:修复了针对不同节点的Cryptomatte传递。
Cryptomatte:修复了更改材质和对象层分配后对Cryptomatte通过的更新。
深色像素:修复了启用深色像素而没有渲染通道时渲染的最大采样不正确的问题。
置换:使用置换偏移量固定顶点置换中间水平计算。
置换:固定置换对象层。
置换:UV设置1无效时,UV设置2和3上的固定置换。
发射:如果启用了“保留实例电源”,但采样率为0,则固定发射。
发射:修复了简单网格物体时具有“保持实例功率”的发射器。
导出器:修复了Alembic导出器在处理零矩阵时的一些不一致行为。
LiveDB:修复了LiveDB和LocalDB组件在加载场景后不刷新的问题。
Lua:修复了构建链接器的引脚信息时忽略的默认值。
Lua:修复了导致Lua API返回的某些动态引脚的名称和标签为空的错误。
Lua:修复了使用octane.gui.bind()时堆栈溢出的问题。
材质:修复了在UV空间中镜像的三角形的凹凸贴图的错误方向。
材质:固定的粗糙度在介质中散布后不会更新。
材质:固定分层材质的凹凸/正常萤火虫。
材质:使用高IOR和粗糙度时,固定镜面材质GGX问题。
材质:固定了GGX计算,当相机直接看表面时会产生nan值。
材质:固定的变速箱重量有时会错误地起作用。
材质:修复了其他一些分层的材质不一致问题。
材质:固定的金属模式切换不会导致更新正确的IOR。
材质:使用0透射和0漫反射时固定的通用材质。
材质:固定曝光过度的分层材质。
材质:修复了尽管遮蔽了粗糙度但仍会影响下一层的情况。
材质:修复期间修复的材质重复,有时会导致置换材质崩溃的情况。
材质:反照率是黑色时固定的金属RGB IOR。
材质:分层材质:修复了假阴影吞吐量。
网络渲染:修复了Cryptomatte网络渲染。
网络渲染:修复了顶点属性不适用于网络渲染的问题。
网络渲染:修复了OSL摄像机无法通过网络渲染工作的问题。
网络渲染:修复了SDF无法通过网络渲染工作的问题。
节点图:修复了octane.node.getPinInfoIx(...)。name返回标签而不是引脚名称的问题。
行星环境:当高度任意高时,固定的太阳在以行星模式到达地平线之前消失。
渲染通道:固定体积的Z深度通道。
稳定性:修复了由于顶点置换而导致的多个死锁。
稳定性:修复了如果细分因某种原因而失败的情况可能导致的崩溃。
稳定性:修复了在停止渲染引擎然后开始材质预览时发生的崩溃。
稳定性:修复了有时停止渲染时发生的崩溃和锁定。
稳定性:修复了在某些使用RAID设置的计算机上激活期间的崩溃。
稳定性:修复了退出时罕见的崩溃问题。
稳定性:修复了动画关节可能导致的崩溃。
Vectron:如果P_SIZE断开连接,则允许Vectron节点从其输入继承其边界框。这使您可以创建运算符,这些运算符将根据需要自动调整边界的大小。
Vectron:修复了与用作Vectron节点输入的卷SDF有关的许多不准确性和性能问题。
Vectron:修复了在多个OSL几何输入中使用相同体积的SDF作为输入时的崩溃问题。
Vectron:固定在某些vectron节点下方的材质层和对象层。
Vectron:添加基本Vectron运算符(联合和减法)。
体积:固定的体积重叠行为可延长步长。注意:对于所有相互重叠的体积,使用相同的步长仍然很重要。
体积:OSL中针对体积和体积SDF的固定对象转换。
体积:固定的双体素计数。
音量:固定的音量步长设置不影响音量阴影的质量。
用户界面:修复了有时为负数的帧数。
UI:对应用程序首选项面板进行一些小的布局调整。
UI:修复了网络渲染首选项窗口中IP地址的剪辑。
用户界面:清理登录窗口(链接,字体)。
杂项:固定辐照度和黏土模式
其他:修复了使用快速倒圆角边缘时自动对焦的选择。
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