OctaneRender™ 2020.1 XB1 [superseded by 2020.1 XB2]

Forums: OctaneRender™ 2020.1 XB1 [superseded by 2020.1 XB2]
A forum where development builds are posted for testing by the community.
Forum rules
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.

Re: OctaneRender™ 2020.1 XB1

Postby karl » Thu Dec 19, 2019 8:28 pm

karl Thu Dec 19, 2019 8:28 pm
gurel wrote:Is the standalone version the only one available or are the plugin modules linked anywhere?
I assumed the C4D plugin would be available since the press release makes a point of noise shader functionality.

Thanks


Please see this thread for the C4D plugin: https://render.otoy.com/forum/viewtopic.php?f=85&t=73352
karl
OctaneRender Team
OctaneRender Team
 
Posts: 365
Joined: Sun Oct 13, 2019 11:26 pm

Re: OctaneRender™ 2020.1 XB1

Postby karl » Thu Dec 19, 2019 8:32 pm

karl Thu Dec 19, 2019 8:32 pm
SSmolak wrote:
osiosiosi wrote:Question ...

Does NVlink work with 4 cards? Meaning a pool of 2 x 2 with total 22GB memory avaiable?

Can anybody confirm?


I can confirm that NVlink memory pooling doesn't work even for one pair at the moment. It probably works only for Quadro and Titan RTX. It doesn't work for any other Geforce card including 2080Ti.

If your scene extend memory of one card and you have disabled Out Of Core - Octane render will fail with out of memory error.


We have identified the cause of this issue and are working towards a fix. It should be available in a future build of 2020.1 (likely not XB2 though), and a future build of 2019.1.

Regarding 4 cards, currently we only support memory pooling with pairs of cards (but you can have multiple pairs). So you could pool memory between cards 1 & 2 and between cards 3 & 4, but you can't have a single pool with cards 1, 2, 3 & 4 all together.
karl
OctaneRender Team
OctaneRender Team
 
Posts: 365
Joined: Sun Oct 13, 2019 11:26 pm

Re: OctaneRender™ 2020.1 XB1

Postby SSmolak » Thu Dec 19, 2019 9:28 pm

SSmolak Thu Dec 19, 2019 9:28 pm
karu wrote:
SSmolak wrote:
osiosiosi wrote:Question ...

Does NVlink work with 4 cards? Meaning a pool of 2 x 2 with total 22GB memory avaiable?

Can anybody confirm?


I can confirm that NVlink memory pooling doesn't work even for one pair at the moment. It probably works only for Quadro and Titan RTX. It doesn't work for any other Geforce card including 2080Ti.

If your scene extend memory of one card and you have disabled Out Of Core - Octane render will fail with out of memory error.


We have identified the cause of this issue and are working towards a fix. It should be available in a future build of 2020.1 (likely not XB2 though), and a future build of 2019.1.


Thank you for information. There are many misleading informations especially on Nvidia forum where some people say that NVlink memory pooling is reserved for Quadro and Titan RTX and it will not be supported anymore in drivers.
Architectural Visualizations http://www.archviz-4d.studio
User avatar
SSmolak
Licensed Customer
Licensed Customer
 
Posts: 1092
Joined: Sat Feb 07, 2015 5:41 pm
Location: Poland

Re: OctaneRender™ 2020.1 XB1

Postby rajib » Sat Dec 21, 2019 11:21 am

rajib Sat Dec 21, 2019 11:21 am
Hello Otoy Team,

I have an issue with an invisible geometry casting shadow on SSS material which I posted under 2019.1.5. Same issue can be recreated with the 2020.1 XB1. Please take a look at viewtopic.php?f=24&t=73537. Hope it can be fixed. I have included a test scene in that post.

Regards,
Rajib
Windows 10 Pro i9-9980XE 128GB RAM|4 x Titan RTX
Houdini 18.5(2020.2.1.2)|Cinema C4D R26|Daz Studio Pro 4.21.0.5(Octane 2021.1.6.83)
NVIDIA 460.89 Studio Standard
User avatar
rajib
Licensed Customer
Licensed Customer
 
Posts: 401
Joined: Sun Sep 28, 2014 4:57 am

Re: OctaneRender™ 2020.1 XB1

Postby OneManVN » Sat Dec 21, 2019 2:32 pm

OneManVN Sat Dec 21, 2019 2:32 pm
karu wrote:
SSmolak wrote:
osiosiosi wrote:Question ...

Does NVlink work with 4 cards? Meaning a pool of 2 x 2 with total 22GB memory avaiable?

Can anybody confirm?


I can confirm that NVlink memory pooling doesn't work even for one pair at the moment. It probably works only for Quadro and Titan RTX. It doesn't work for any other Geforce card including 2080Ti.

If your scene extend the memory of one card and you have disabled Out Of Core - Octane render will fail with out of memory error.


We have identified the cause of this issue and are working towards a fix. It should be available in a future build of 2020.1 (likely not XB2 though), and a future build of 2019.1.

Regarding 4 cards, currently, we only support memory pooling with pairs of cards (but you can have multiple pairs). So you could pool memory between cards 1 & 2 and between cards 3 & 4, but you can't have a single pool with cards 1, 2, 3 & 4 all together.

I'm glad to hear that, hopefully sometime soon, would be nice. I was told NVLink was a thing for "Enterprise only" So, of course, I went and got a yearly subscription for it, only to find out it still doesn't work.
OneManVN
Licensed Customer
Licensed Customer
 
Posts: 20
Joined: Mon Jun 03, 2019 12:25 am

Re: OctaneRender™ 2020.1 XB1

Postby SSmolak » Sat Dec 21, 2019 11:52 pm

SSmolak Sat Dec 21, 2019 11:52 pm
OneManVN wrote:
karu wrote:I'm glad to hear that, hopefully sometime soon, would be nice. I was told NVLink was a thing for "Enterprise only" So, of course, I went and got a yearly subscription for it, only to find out it still doesn't work.


It's crucial for me too and for everyone making ArchViz scenes.
Architectural Visualizations http://www.archviz-4d.studio
User avatar
SSmolak
Licensed Customer
Licensed Customer
 
Posts: 1092
Joined: Sat Feb 07, 2015 5:41 pm
Location: Poland

Re: OctaneRender™ 2020.1 XB1

Postby rajib » Sun Dec 22, 2019 11:32 am

rajib Sun Dec 22, 2019 11:32 am
Hello Otoy Team,

Can we have an Opacity pin for the hair material so that it can also be used with non strand alpha mask based hair ? Or am I missing something ?

Regards,
Rajib
Windows 10 Pro i9-9980XE 128GB RAM|4 x Titan RTX
Houdini 18.5(2020.2.1.2)|Cinema C4D R26|Daz Studio Pro 4.21.0.5(Octane 2021.1.6.83)
NVIDIA 460.89 Studio Standard
User avatar
rajib
Licensed Customer
Licensed Customer
 
Posts: 401
Joined: Sun Sep 28, 2014 4:57 am

Re: OctaneRender™ 2020.1 XB1

Postby nejck » Mon Dec 23, 2019 8:59 am

nejck Mon Dec 23, 2019 8:59 am
SSmolak wrote:
OneManVN wrote:
karu wrote:I'm glad to hear that, hopefully sometime soon, would be nice. I was told NVLink was a thing for "Enterprise only" So, of course, I went and got a yearly subscription for it, only to find out it still doesn't work.


It's crucial for me too and for everyone making ArchViz scenes.


+1 from me on this one :)) Really liking 2020 so far though!
nejck
Licensed Customer
Licensed Customer
 
Posts: 181
Joined: Fri Sep 28, 2018 5:24 am

Re: OctaneRender™ 2020.1 XB1

Postby TRRazor » Mon Dec 23, 2019 11:34 am

TRRazor Mon Dec 23, 2019 11:34 am
wallace wrote:
TRRazor wrote:Hi,

thanks for getting back with me so quickly.

That absolutely did it. I'm usually using coherence values around 0.35, since that was significantly speeding up render speeds before RTX acceleration came around.
I just set it to 0 and wasn't able to reproduce the problem. Same result with my original scene, the opacity now renders 100% transparent, instead of leaving those nasty shadows / lines.
Does that mean, however, that when using RTX, one can't use coherence?

I was using the following values in my scene (according to your questions):
1.) coherence value of 0.35
2.) 5000
3.) As mentioned above, it fixed it.

Thanks again!


Hi,

It's not coherence ratio + RTX acceleration that is causing this issue, but the combination of coherence ratio + opacity is the main cause.

This is because the random numbers are more likely to fall within the same range, so the subsequent random numbers used for surface scattering and medium scattering are inherently different for surface area on the sphere that is being occluded by the transparent torus vs the non occluded area.

This just means that you will need more samples for that difference to go away, generally the guide line is that the higher coherent ratio you use, the less variance you will have on your image, but the required sample count is also higher for you to converge to the correct image.

Thanks,
Wallace


While I was able to fix the issue in the sample scene. The same problem occured in another scene, where the coherent ratio is set to "0", so no coherent ratio at all.
Yet, the eyelashes are being rendering with a shadow, where there should be none. Please see the screenshot attached.

PS: rajib's problem, four posts above mine, is pointing towards the exact same issue. There definitely seems to be something wrong within the rendering of opacity within materials with mediums.
Attachments
random_walk_test_issue.jpg
W10 64 bit | i7 3770K | MSI Geforce RTX 2080 (8GB) + GTX Titan Black (6GB) | 32 GB DDR3 RAM
User avatar
TRRazor
Licensed Customer
Licensed Customer
 
Posts: 684
Joined: Sun Nov 03, 2013 10:21 am

Re: OctaneRender™ 2020.1 XB1

Postby mojave » Tue Dec 24, 2019 2:36 am

mojave Tue Dec 24, 2019 2:36 am
andrey.krivulya wrote:Very strange result on this scene.

scene_for_rtx.jpg


scene_for_rtx_2.jpg


2*2080Ti (NVLink)

Scene - > http://bit.ly/34CjKPn


Hi @andrey.krivulya

Your issue has been fixed. Unfortunately it didn't make it into 2020.1 XB2 but it will be included in the next build.

For now just so you are aware this was an issue related to autofocus, so disabling it from your scene should not fix it completely but mitigate it significantly.

Thank you.
User avatar
mojave
OctaneRender Team
OctaneRender Team
 
Posts: 1259
Joined: Sun Feb 08, 2015 10:35 pm
PreviousNext

Return to Development Build Releases


Who is online

Users browsing this forum: No registered users and 16 guests

Tue Apr 23, 2024 6:18 pm [ UTC ]