OctaneRender_for_Maya_4.0-13.19 - [ OBSOLETE ]

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Re: OctaneRender_for_Maya_4.0-13.19 - [ STABLE ]

Postby itsallgoode9 » Fri Dec 07, 2018 4:16 am

itsallgoode9 Fri Dec 07, 2018 4:16 am
I haven't had a chance to test out this version (i'm on the last one) but I just noticed that ALL render passes are rendering in IPR, whether or not they checked (you can scroll through all the render passes in the "Preview Pass" dropdown)--is this expected behavior? I thought only the render passes I had checked would render, thus saving on vram?
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Re: OctaneRender_for_Maya_4.0-13.19 - [ STABLE ]

Postby BK » Fri Dec 07, 2018 4:48 am

BK Fri Dec 07, 2018 4:48 am
itsallgoode9 wrote:I haven't had a chance to test out this version (i'm on the last one) but I just noticed that ALL render passes are rendering in IPR, whether or not they checked (you can scroll through all the render passes in the "Preview Pass" dropdown)--is this expected behavior? I thought only the render passes I had checked would render, thus saving on vram?


Hi Itsallgoode9,

Thank you!! Only the passes that are "Enabled/checked" will have the passes ready in the memory and of course, the Preview pass will re-render if the passe is not enabled. So, this is normal behavior.

Cheers
Kind Regards

bk3d
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Re: OctaneRender_for_Maya_4.0-13.19 - [ STABLE ]

Postby itsallgoode9 » Fri Dec 07, 2018 4:53 am

itsallgoode9 Fri Dec 07, 2018 4:53 am
gotcha, thanks for clearing that up for me!
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Re: OctaneRender_for_Maya_4.0-13.19 - [ STABLE ]

Postby Jolbertoquini » Fri Dec 07, 2018 1:19 pm

Jolbertoquini Fri Dec 07, 2018 1:19 pm
Hi Bikram,

Any news about, the version supporting the Update of stable version? 4.01.1 it was some important fixes there.

Cheers,
JO
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Re: OctaneRender_for_Maya_4.0-13.19 - [ STABLE ]

Postby ricoholmes » Fri Dec 07, 2018 10:09 pm

ricoholmes Fri Dec 07, 2018 10:09 pm
Still no "render sequence" in Maya 2018
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Re: OctaneRender_for_Maya_4.0-13.19 - [ STABLE ]

Postby itsallgoode9 » Mon Dec 10, 2018 3:01 am

itsallgoode9 Mon Dec 10, 2018 3:01 am
Jolbertoquini wrote:
TDZL wrote:
calus wrote:I'm not having this issue here rendering at 12000 x 8000 with the Maya plugin or in Standalone, maybe you should give more details about when this happen .


Ok, so 12000 x 8000 works, I had the numbers set a little lower before 11XXX x 7XXX. Will stick to exacts from now. :)


Is a memory issue your run out of memory do you use Passes? basically if not use outcore memory are export to standalone to save the memory from Maya usage.
Should work after that.

Best,
JO


So, i'm running into this issue now too. Out of core memory is turned on with 32gb allocated. only 3 render passes enabled. says only 4 gigs of vram is being used anyway, so it shouldn't even need out of core. For me, 8150px renders fine but above 8200px "renders" black. Looking at resource manager, the GPU's aren't being used at all, even though the render view window acts as if it's rendering (show's samples, render info etc).

I'm running 2x1080, 1x1080ti.
Last edited by itsallgoode9 on Mon Dec 10, 2018 12:09 pm, edited 1 time in total.
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Re: OctaneRender_for_Maya_4.0-13.19 - [ STABLE ]

Postby calus » Mon Dec 10, 2018 11:34 am

calus Mon Dec 10, 2018 11:34 am
ricoholmes wrote:Still no "render sequence" in Maya 2018

In the meantime you can use my python script to render sequence to disk from the renderview.

Just drop the code in a shelf and choose "python" :

renderOctaneSequence_0.2.py.zip
(778 Bytes) Downloaded 168 times


Code: Select all
"""
Version : renderOctaneSequence_0.2.py
This script render to disk the sequence from render setting start frame to end frames, but without using batch render.
This is handy when for some reson Octane works in IPR, but not at batch rendering.
Usage : Just drop the code in a shelf and make it a "python" button.
"""

from maya.api.OpenMaya import *
import maya.mel as mel
import maya.cmds as mc

CALLBACK_ID = None

def renderFrame():
    mel.eval("evalDeferred \"RenderIntoNewWindow\";")

def rStart():
    global CALLBACK_ID
    if CALLBACK_ID is None:
        print ("start")
        CALLBACK_ID = MCommandMessage.addCommandOutputCallback(getMsg)

def rEnd():
    global CALLBACK_ID
    if not CALLBACK_ID is None:
        MMessage.removeCallback(CALLBACK_ID)
        CALLBACK_ID = None
        print ("end")

def getMsg(msg, msgType, clientData):
    if mc.currentTime( q=True ) < mc.getAttr("defaultRenderGlobals.endFrame"):
        line = str(msg)
        octmsg = "render is finished"
        if octmsg in line:
            mc.currentTime(mc.currentTime( q=True )+1)
            renderFrame()
    else :
        rEnd()


mc.setAttr("defaultRenderGlobals.animation", 1);
mc.currentTime(mc.getAttr("defaultRenderGlobals.startFrame"))
rStart()
renderFrame()
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Re: OctaneRender_for_Maya_4.0-13.19 - [ STABLE ]

Postby Jolbertoquini » Mon Dec 10, 2018 5:01 pm

Jolbertoquini Mon Dec 10, 2018 5:01 pm
itsallgoode9 wrote:So, i'm running into this issue now too. Out of core memory is turned on with 32gb allocated. only 3 render passes enabled. says only 4 gigs of vram is being used anyway, so it shouldn't even need out of core. For me, 8150px renders fine but above 8200px "renders" black. Looking at resource manager, the GPU's aren't being used at all, even though the render view window acts as if it's rendering (show's samples, render info etc).

I'm running 2x1080, 1x1080ti.


Did you try on standalone? one thing to know if you use 1080 (8GB0 with 1080Ti (11GB) Octane will use only 8GB of memory for rendering using Maya is getting some extra memory RAM export to orbx and try on standalone on this way you will save RAM for the out-core for your scene. Now is hard to know without see the reasons is running out. You can always run as Info kernel on wireframe mode this will not load the texture and you may be able to see if the ipr is working.

I had black screen sometimes in Maya but try on standalone. first to see if is a plug issue and not big scene and hardware limitation.

Cheers,
JO
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Re: OctaneRender_for_Maya_4.0-13.19 - [ STABLE ]

Postby itsallgoode9 » Mon Dec 10, 2018 8:51 pm

itsallgoode9 Mon Dec 10, 2018 8:51 pm
Jolbertoquini wrote:
itsallgoode9 wrote:So, i'm running into this issue now too. Out of core memory is turned on with 32gb allocated. only 3 render passes enabled. says only 4 gigs of vram is being used anyway, so it shouldn't even need out of core. For me, 8150px renders fine but above 8200px "renders" black. Looking at resource manager, the GPU's aren't being used at all, even though the render view window acts as if it's rendering (show's samples, render info etc).

I'm running 2x1080, 1x1080ti.


Did you try on standalone? one thing to know if you use 1080 (8GB0 with 1080Ti (11GB) Octane will use only 8GB of memory for rendering using Maya is getting some extra memory RAM export to orbx and try on standalone on this way you will save RAM for the out-core for your scene. Now is hard to know without see the reasons is running out. You can always run as Info kernel on wireframe mode this will not load the texture and you may be able to see if the ipr is working.

I had black screen sometimes in Maya but try on standalone. first to see if is a plug issue and not big scene and hardware limitation.


Cheers,
JO


I haven't tried on standalone but I will when I have time.
Intel i7-3930K, 64gb RAM, Asus X79 Deluxe mobo, 2x EVGA 780 6gb (for rendering), 1x PNY quaddro k4000 (for display)
Windows 8.1 x64, Maya 2014, Octane Render v2
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