OctaneRender™ Standalone 2.21.1

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andw
Licensed Customer
Posts: 46
Joined: Wed Aug 22, 2012 5:42 am

I've made a small test of Out-of-Core feature and got those results (system info in my signature):
Scene contains about 3M polygons (300Mb OBJ file), total size of textures 3100Mb, rendered in two kernel modes.

Code: Select all

	
                          PMC(8/8)	PT(8/8)
*Octane 2.16	             1.28	  1.66
*Octane 2.21.1, 
out-of-core disabled	     1.29	  1.63
*Octane 2.21.1, 
2500Mb textures 
in system RAM          	  1.05  	1.41
So, performance hit is just about 20%, which is fine :D
AMD R7-2700/64Gb/RTX2080Ti 11Gb + RTX2080 8Gb/Win10 Pro x64/nV driver 451.67/Poser10, DS4.12, Blender2.79, Octane 4.05 Standalone
> Using RAM Disk with Octane <
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smicha
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Posts: 3151
Joined: Wed Sep 21, 2011 4:13 pm
Location: Warsaw, Poland

andw wrote:So, performance hit is just about 20%, which is fine :D
Thank you for your input. That's indeed not a great loss.
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
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glimpse
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smicha wrote:
andw wrote:So, performance hit is just about 20%, which is fine :D
Thank you for your input. That's indeed not a great loss.
@ANDW - Thanks for info!

@SMICHA - it drops less speed than You get from OC =) so for You it's totaly free =p
andw
Licensed Customer
Posts: 46
Joined: Wed Aug 22, 2012 5:42 am

smicha wrote:
andw wrote:So, performance hit is just about 20%, which is fine :D
Thank you for your input. That's indeed not a great loss.
It will be fine, if others will also provide their own test results... because I've tested this feature only at one scene (Still in doubt to wait GTX980 with 8Gb.. or to buy 4Gb version :) ).
AMD R7-2700/64Gb/RTX2080Ti 11Gb + RTX2080 8Gb/Win10 Pro x64/nV driver 451.67/Poser10, DS4.12, Blender2.79, Octane 4.05 Standalone
> Using RAM Disk with Octane <
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Please add an option for light to ignore specular material.

It is known that if light shines through specular glass material light takes longer to calculate and more noise. (for example car light bulb shines through glass lens)
Can we have an option similar to a fake shadow called something like IGNORE GLASS on a specular material or light emitter itself where light will pass through specular glass material and completely ignore it like it is not there except glossy reflection that way we will have quick noise free light and a light source behind actual glass like a car head light

Thank you
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FooZe
OctaneRender Team
Posts: 1335
Joined: Tue May 15, 2012 9:00 pm

coilbook wrote:Please add an option for light to ignore specular material.

It is known that if light shines through specular glass material light takes longer to calculate and more noise. (for example car light bulb shines through glass lens)
Can we have an option similar to a fake shadow called something like IGNORE GLASS on a specular material or light emitter itself where light will pass through specular glass material and completely ignore it like it is not there except glossy reflection that way we will have quick noise free light and a light source behind actual glass like a car head light

Thank you
How about a glossy material with full reflection, index 1, and less than 1 opacity. This is what was used before fake shadows to get architectural glass.
Essentially it's a glossy material setup as a mirror, but mostly see-through thanks to the opacity (or lack thereof).
For added realism you can use a falloff node to control the opacity.

Would that work for you?
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

FooZe wrote:
coilbook wrote:Please add an option for light to ignore specular material.

It is known that if light shines through specular glass material light takes longer to calculate and more noise. (for example car light bulb shines through glass lens)
Can we have an option similar to a fake shadow called something like IGNORE GLASS on a specular material or light emitter itself where light will pass through specular glass material and completely ignore it like it is not there except glossy reflection that way we will have quick noise free light and a light source behind actual glass like a car head light

Thank you
How about a glossy material with full reflection, index 1, and less than 1 opacity. This is what was used before fake shadows to get architectural glass.
Essentially it's a glossy material setup as a mirror, but mostly see-through thanks to the opacity (or lack thereof).
For added realism you can use a falloff node to control the opacity.

Would that work for you?
Yes Thank you
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whersmy
Licensed Customer
Posts: 723
Joined: Thu Aug 30, 2012 7:40 am

I get Error code 3 and my gpus crash when adjusting the scale on a plane with scattering for fog.
in PMC it happens, not sure about PT
Octane 2022.1.1 nv535.98

x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090

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kavorka
Licensed Customer
Posts: 1351
Joined: Sat Feb 04, 2012 6:40 am

It seems that the check boxes in the Batch render script don't work. I had all off and only one checked, but it rendered every render target.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
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stratified
OctaneRender Team
Posts: 945
Joined: Wed Aug 15, 2012 6:32 am
Location: Auckland, New Zealand

kavorka wrote:It seems that the check boxes in the Batch render script don't work. I had all off and only one checked, but it rendered every render target.
Hi,

Yep, I can confirm. It seems that we break this one every release. Apologies for that.

cheers,
Thomas
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