Moderator: aoktar
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.
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.
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
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
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.
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.
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
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