OctaneRender™ 2021.1 RC 3

Forums: OctaneRender™ 2021.1 RC 3
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Re: OctaneRender™ 2021.1 RC 3 [current 2021.1]

Postby coilbook » Wed Oct 13, 2021 3:27 pm

coilbook Wed Oct 13, 2021 3:27 pm
Anyway to add an info how many total cuda cores engaged. How many RT cores are engaged. Percentage of cuda contribution vs rt cores towards rendering speed.
Sometimes we turn on RTX acceleration and see no results like it's not working. Would be nice to show all this data
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Re: OctaneRender™ 2021.1 RC 3 [current 2021.1]

Postby abstrax » Wed Oct 13, 2021 7:30 pm

abstrax Wed Oct 13, 2021 7:30 pm
coilbook wrote:Anyway to add an info how many total cuda cores engaged. How many RT cores are engaged. Percentage of cuda contribution vs rt cores towards rendering speed.
Sometimes we turn on RTX acceleration and see no results like it's not working. Would be nice to show all this data

There isn't really a good way to measure this. If you enable RTX Octane tries to use RTX as much as possible, but at the moment this applies only for static triangles and instances. So if your scene uses a lot of texture displacement, vertex motion blur, hair etc. it won't help much.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Re: OctaneRender™ 2021.1 RC 3 [current 2021.1]

Postby Zay » Sat Oct 16, 2021 4:29 pm

Zay Sat Oct 16, 2021 4:29 pm
abstrax wrote:There isn't really a good way to measure this. If you enable RTX Octane tries to use RTX as much as possible, but at the moment this applies only for static triangles and instances. So if your scene uses a lot of texture displacement, vertex motion blur, hair etc. it won't help much.


Is there a way to calculate used Vram better? In a scene when I turn on or off RTX no changes show in Vram in Octane but GPU-Z shows 1.3GB Vram difference.
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Re: OctaneRender™ 2021.1 RC 3 [current 2021.1]

Postby rleuchovius » Thu Oct 21, 2021 7:25 am

rleuchovius Thu Oct 21, 2021 7:25 am
Great work!
Do you have any estimate on the Polarized Lighting? Would be a very useful feature for car renders. :)
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Re: OctaneRender™ 2021.1 RC 3 [current 2021.1]

Postby HHbomb » Fri Oct 22, 2021 3:07 pm

HHbomb Fri Oct 22, 2021 3:07 pm
Hi, could it be possible to have "Round edges" applied with "clipping material" ? Because it make hard edges.
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Re: OctaneRender™ 2021.1 RC 3 [current 2021.1]

Postby wallace » Mon Oct 25, 2021 8:31 pm

wallace Mon Oct 25, 2021 8:31 pm
HHbomb wrote:Hi, could it be possible to have "Round edges" applied with "clipping material" ? Because it make hard edges.


It is not possible at the moment, I am working on an implementation for clipping material to work with rounded edges.
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Re: OctaneRender™ 2021.1 RC 3 [current 2021.1]

Postby HHbomb » Tue Oct 26, 2021 12:19 pm

HHbomb Tue Oct 26, 2021 12:19 pm
Thank you wallace. Hope it'll be possible :mrgreen:
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Re: OctaneRender™ 2021.1 RC 3

Postby useruser » Fri Oct 29, 2021 4:20 pm

useruser Fri Oct 29, 2021 4:20 pm
hi there,
i am not able to start the OctaneRender_Enterprise_2021_1_RC_3_node on my renderslave-machine. during the login-process the node just quits and kill itself.
the Octane 2020.2.5 Daemon works fine.
is that a known issue?
thanks in advance
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Re: OctaneRender™ 2021.1 RC 3

Postby john_otoy » Sat Oct 30, 2021 12:34 am

john_otoy Sat Oct 30, 2021 12:34 am
useruser wrote:hi there,
i am not able to start the OctaneRender_Enterprise_2021_1_RC_3_node on my renderslave-machine. during the login-process the node just quits and kill itself.
the Octane 2020.2.5 Daemon works fine.
is that a known issue?
thanks in advance


OctaneRender 2021.1 was released: viewtopic.php?f=24&t=78621

Please try with the latest build and reply in that thread if you have any issues.
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Re: OctaneRender™ 2021.1 RC 3

Postby elsksa » Sat Nov 27, 2021 4:50 pm

elsksa Sat Nov 27, 2021 4:50 pm
Hi OTOY Team,

I did not share my gratitude towards this stunning release (considered now, at the time of this reply, "deprecated"). In particular the important fixes.

However, I am facing an obnoxious behavior since this release and any versions higher: on some scenes containing USD assets, my materials (nodes) are no longer applied to the USD geometry node. The imported USD assets is using default materials and my custom materials do seem to be lost.

My current workaround is to have two Standalone instances opened, both different versions and copying/pasting my nodes to plug them back again (using the speed-efficient and useful CTRL + HOLD shortcut as I am assigning materials to a custom assets/shading group nomenclature).
I also have back up files and I am aware that these builds are non-production-safe.

I suspect this fix is the cause behind it:
abstrax wrote:[*] Updated USD library to version 21.08.

I can handle the extra manual work, however, I would be curious if I could get a confirmation of my suspicion.
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