Testing beta 0.69a -> 0.69b (Update for sdk 1.18)

Forums: Testing beta 0.69a -> 0.69b (Update for sdk 1.18)
Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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Re: Testing beta 0.69a (Update for sdk 1.18)

Postby mustardseedsg » Thu Jun 27, 2013 3:56 pm

mustardseedsg Thu Jun 27, 2013 3:56 pm
Post was also enabled on the camera tag, so I suppose that was the problem. They were conflicting with each other. When I enabled only one at a time there was no problem.
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Re: Testing beta 0.69a (Update for sdk 1.18)

Postby aoktar » Thu Jun 27, 2013 4:03 pm

aoktar Thu Jun 27, 2013 4:03 pm
mustardseedsg wrote:Post was also enabled on the camera tag, so I suppose that was the problem. They were conflicting with each other. When I enabled only one at a time there was no problem.

cameratag overwrite global post values. This is normal. Maybe be problem that allowing global adjustments while camera enabled.
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Re: Testing beta 0.69a (Update for sdk 1.18)

Postby miroof » Thu Jun 27, 2013 7:34 pm

miroof Thu Jun 27, 2013 7:34 pm
ron908 wrote:Unfortunately the plugin is still using up a full CPU core continuosly, even if no scene is open and no Octane Live window is opened.
This disappears immediately after removing the Octanec4d plugin.

To me that's a big issue, since I don't render through Octane all the time, but use the Standard and Physical renderer as well, and this is sucking performance for absolutely nothing.


Yeah i noticed that too on last version
big +1
and no bug today
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Re: Testing beta 0.69a (Update for sdk 1.18)

Postby aoktar » Thu Jun 27, 2013 8:09 pm

aoktar Thu Jun 27, 2013 8:09 pm
miroof wrote:
ron908 wrote:Unfortunately the plugin is still using up a full CPU core continuosly, even if no scene is open and no Octane Live window is opened.
This disappears immediately after removing the Octanec4d plugin.

To me that's a big issue, since I don't render through Octane all the time, but use the Standard and Physical renderer as well, and this is sucking performance for absolutely nothing.


Yeah i noticed that too on last version
big +1
and no bug today


i have done some changes. I hope will help on this. If you press pause then plugins stop to watching events.
So you sould wait 0.69b, coming this night
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Re: Testing beta 0.69a (Update for sdk 1.18)

Postby ChrisVis » Thu Jun 27, 2013 11:14 pm

ChrisVis Thu Jun 27, 2013 11:14 pm
aoktar wrote:
miroof wrote:No bug at all at the moment, playing during 3hours =)
Good job

Thanks, but i have found a few thing with related settings window. If you tweak the setting window after picture viewer render, propably getting a crash. Be aware this, and send a render to live viewer or close open settings window


Hi aoktar,

I ran into this problem once and C4D crashed.
But I also have seen some problem with changing for example the max sample value: If I do for example set it to 128 and render a frame with the picture manager and change the value after its done to lets say 3000 (or whatever), it still renderes the next frame with 128, although the settings tab keeps the value 3000...
Hope that helps and you can fix it.

I rendered some large images today without any crash, but with a very simple scene.
Now I am back to animation rendering, doing more then 2k in resolution now and about 6min a frame with a complex scene and one random crash happened so far again when full scene update is enabled, after 15 frames. Now I am trying with update geometry option and without full scene update, hope it is more stable :roll:

Thanx again for you hard work, C4Doctane is getting better and better,
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Re: Testing beta 0.69a (Update for sdk 1.18)

Postby mate » Fri Jun 28, 2013 6:56 am

mate Fri Jun 28, 2013 6:56 am
We have a scene which only needs 500mb VRAM but crashes with anything less than 22GB physical Memory.
Why does it need sommuch RAM, is this normal? also, it was a Pain to find the error, a better exception handling and/or better error logs would be much appreciated.
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Re: Testing beta 0.69a (Update for sdk 1.18)

Postby aoktar » Fri Jun 28, 2013 8:20 am

aoktar Fri Jun 28, 2013 8:20 am
mate wrote:We have a scene which only needs 500mb VRAM but crashes with anything less than 22GB physical Memory.
Why does it need sommuch RAM, is this normal? also, it was a Pain to find the error, a better exception handling and/or better error logs would be much appreciated.


try to put octaneobjecttag with different mesh numbers on some object groups. If you do this, exporter will use seperated buffers on ram
Also, use render instances if it's possible
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Re: Testing beta 0.69a (Update for sdk 1.18)

Postby ChrisVis » Fri Jun 28, 2013 9:32 am

ChrisVis Fri Jun 28, 2013 9:32 am
mate wrote:We have a scene which only needs 500mb VRAM but crashes with anything less than 22GB physical Memory.
Why does it need sommuch RAM, is this normal? also, it was a Pain to find the error, a better exception handling and/or better error logs would be much appreciated.


Hi Mate,

is the RAM usaged depending on the render resolution? As I experienced geometry data seems to need more VRAM or even RAM if final render is more than HD resolution. I rendered a 7000x5000 Image yesterday and it took o lot more time for the exporting process and also showed a higher VRAM load, at least in the little render progress bar overlay (down left corner of the image) in the picture manager renderer. Not sure about the RAM usage, didn`t observe that.

@aoktar: Is this the way octane handles the data? More final render resolution means more VRAM / RAM usage in terms of geometry? Or is it only related to texture data?

So it might be possible that a scene with 1000MB VRAM usage can be rendered in HD resolution on a 1.5GB graphic card but maybe not be renderable at a very high print resolution on the same card?
Please correct this if its wrong. :?:

Thanks for the tip with the objecttag mesh numbers, I asked me that question yesterday, why there are different numbers choosable. So thats quite handy to know :!:

Greetings,
ChrisVis
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Re: Testing beta 0.69a (Update for sdk 1.18)

Postby mate » Fri Jun 28, 2013 10:20 am

mate Fri Jun 28, 2013 10:20 am
We're rendering in 2K
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Re: Testing beta 0.69a (Update for sdk 1.18)

Postby aoktar » Fri Jun 28, 2013 12:35 pm

aoktar Fri Jun 28, 2013 12:35 pm
ChrisVis wrote:
mate wrote:We have a scene which only needs 500mb VRAM but crashes with anything less than 22GB physical Memory.
Why does it need sommuch RAM, is this normal? also, it was a Pain to find the error, a better exception handling and/or better error logs would be much appreciated.


Hi Mate,

is the RAM usaged depending on the render resolution? As I experienced geometry data seems to need more VRAM or even RAM if final render is more than HD resolution. I rendered a 7000x5000 Image yesterday and it took o lot more time for the exporting process and also showed a higher VRAM load, at least in the little render progress bar overlay (down left corner of the image) in the picture manager renderer. Not sure about the RAM usage, didn`t observe that.

@aoktar: Is this the way octane handles the data? More final render resolution means more VRAM / RAM usage in terms of geometry? Or is it only related to texture data?

So it might be possible that a scene with 1000MB VRAM usage can be rendered in HD resolution on a 1.5GB graphic card but maybe not be renderable at a very high print resolution on the same card?
Please correct this if its wrong. :?:

Thanks for the tip with the objecttag mesh numbers, I asked me that question yesterday, why there are different numbers choosable. So thats quite handy to know :!:

Greetings,
ChrisVis


i want to make more comprehensible the processing of export process. Until it's replaced with more clever algoritm, it's like that.
If we look two images, in first image, every geomtery is collected under a octane mesh. But in second scene, you'll see every capsule object assigned different geometries. Buffering of geometry is done seperated arrays and free after each proces. Because of this, peak memory usage will be lower than collecting all meshes to one geometry.

for other questions, this are internal parts of rendering. And done in Octane Render side. So this must be similar to Octane Standalone process. If there is some differents for handling memory, this can be a sdk problems or a different memory handling. But personally i did 6000x4000 renders on gtx590's. Scenes not so simple, some interiors.

Also i have attached a sample scene and preview video. I hope will help to people. It's a old commercial done with vray and converted to octane. Total render process took only 9 minutes.
It's rendered with geometry update option and can shown on live view with updated geometry option.

Scene link: http://www.aoktar.com/temp/kitchen.rar
http://www.aoktar.com/temp/kitchen-prew.mp4
Attachments
s2.jpg
s1.jpg
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