OctaneRender 2018 for Modo [OBSOLETE]

Forums: OctaneRender 2018 for Modo [OBSOLETE]
Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

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Re: OctaneRender 2018 for Modo [TEST and STABLE]

Postby funk » Wed May 08, 2019 6:57 pm

funk Wed May 08, 2019 6:57 pm
Fredrikvictorhugo, I'm not sure if this is related to the new changes with live meshes on by default.

Can you try the suggestions in my previous post (https://render.otoy.com/forum/viewtopic.php?p=362741#p362741) and see if it makes it faster?

If so, then we need to figure out why live meshes cause a slow down refreshing materials.
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Re: OctaneRender 2018 for Modo [TEST and STABLE]

Postby Fredrikvictorhugo » Wed May 08, 2019 7:18 pm

Fredrikvictorhugo Wed May 08, 2019 7:18 pm
I disabled live update in the settings and the material update works again.
And then i selected all meshes and thicked live geo update and the material update slows down again.

/ Fredrik
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Re: OctaneRender 2018 for Modo [TEST and STABLE]

Postby funk » Wed May 08, 2019 7:50 pm

funk Wed May 08, 2019 7:50 pm
Fredrikvictorhugo, thanks for testing it out.

If you can, it would probably help to PM Paul a link to a scene where this is happening, so he can take a look.
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Re: OctaneRender 2018 for Modo [TEST and STABLE]

Postby face_off » Wed May 08, 2019 10:42 pm

face_off Wed May 08, 2019 10:42 pm
I disabled live update in the settings and the material update works again.
And then i selected all meshes and thicked live geo update and the material update slows down again.
Can you please send me that scene Fredrik,. and I will take a closer look.

Paul
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Re: OctaneRender 2018 for Modo [TEST and STABLE]

Postby face_off » Tue May 21, 2019 10:21 pm

face_off Tue May 21, 2019 10:21 pm
I have updated the STABLE installers at the top of this thread with:

2018.1.2.144
- Fixed performance issue there "Refreshing Materials" was taking too long when updating a Modo material
- Fixed bug where "Add Nodegraph" could not be enabled
- Fixed bug where Modo would crash if you deleted a group locator whilst rendering in Octane
- Slight improvement to the speed with which geometry is loaded into Octane when the "Refreshing Octane Geometry" dialog is shown

Thanks

Paul
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Re: OctaneRender 2018 for Modo [TEST and STABLE]

Postby funk » Wed May 22, 2019 5:51 am

funk Wed May 22, 2019 5:51 am
Thanks Paul
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Re: OctaneRender 2018 for Modo [TEST and STABLE]

Postby Tharso » Thu May 23, 2019 11:23 pm

Tharso Thu May 23, 2019 11:23 pm
Render 7000x7000 + denoise in finish. Modo crashs.
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Re: OctaneRender 2018 for Modo [TEST and STABLE]

Postby face_off » Thu May 23, 2019 11:49 pm

face_off Thu May 23, 2019 11:49 pm
Render 7000x7000 + denoise in finish. Modo crashs.
I suspect you are running out of memory. What are your system specs please?

Paul
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Re: OctaneRender 2018 for Modo [TEST and STABLE]

Postby Tharso » Fri May 24, 2019 1:36 pm

Tharso Fri May 24, 2019 1:36 pm
face_off wrote:
Render 7000x7000 + denoise in finish. Modo crashs.
I suspect you are running out of memory. What are your system specs please?

Paul


7000 px with a simple box? Impossible. AMD 1950x 1x1080ti 2x 1070 and 32gb memory.

edit: working with one 8k texture
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Re: OctaneRender 2018 for Modo [TEST and STABLE]

Postby face_off » Sat May 25, 2019 12:15 am

face_off Sat May 25, 2019 12:15 am
7000 px with a simple box? Impossible. AMD 1950x 1x1080ti 2x 1070 and 32gb memory.

edit: working with one 8k texture
Once you get to rendering at 7k x 7k, a huge amount of memory is needed - and denoising this size image takes even more memory. I suggest trying different OOC settings to find the right balance between GPU RAM and CPU RAM. You could also export the scene to ORBX and render it in Octane Standalone, which doesn't have the overhead of having Modo in memory.

Paul
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