Image file statistics gave 395MB and 3.9M polygons
3.9M polygons is quite a large scene. Typically these are forest type scenes from DAZ? Instancing will be your friend here - I'll post some screen shots soon. Also, on the forest scenes, often only a tiny part of the scene is actually being rendered.
When you render a 4mil poly scene, how often is the Octane Render Viewport updating at 800x600 resolution?
Then I suddenly realized that I picked up and tried the new version of Octane, but I never copied it to the install location.
Someone from Otoy would need to confirm this, but I thought different versions of Octane set a different Tdrlevel in your registry. So running the latest Octane RC3 may have done something there.
If you run your 4mil poly scene in Octane Standalone, you will still get the UI stutters. The entire scene is being loaded into your graphics card - so options are....change from the path tracing to direct lighting render kernel, reduce the scene size, reduce the rendersize, tweak the Wndows Timeout Detection and Recover, get additional GTX graphics cards so you have more cores (and therefore the delay between viewport updates is much less), get a second graphics card to run the windows UI on (and it won't get blocked by the rendering card). I'm sure there are others...
Should I change that one to 3 and at the same level add TdrDelay with a value of 10? The UI still stutters for 5-10 seconds when rendering this scene
3 and 10 where the numbers given to me a few days ago by one of the Otoy techs, so I recommend using those.
Unfortunately I don’t have an onboard graphics card. I think I will get a GTX 600 card and add it to the machine. Most scenes which I have won’t fit easily in the 64 texture limit getting it higher will make life a lot easier (and faster with the additional card
Do some research on this (en these forums). I /think/ the memory size is limited by the rendering graphics card with the least memory. So if you have a 1gig and a 2gig card in your PC, you'll still only get one gig. You can turn off the 1gig card (in the Cuda Devices tab of the plugin) if you need to full 2gig in this scenerio, however you'll obviously loose the cores from the 1gig card.
Stopping the render.
When I tried closing the setup window, Poser crashed. So that is not a good idea
If this is happening, then I definitely think there is an issue with the Octane render process blocking the Windows GUI. Can you pls try the registry settings above and retry this? I have never seen of heard of shutting down the setup window causing problem.
I will experiment with the settings to see if that solves the problem. Resizing would be nice though. It is also a poser problem, but in most areas they changed the layout so it is not a problem anymore (but they don’t follow the DPI setting for the fonts, which is a real shame for those of us who need larger fonts)
I had a look at this, and changing the DPI to 150% caused issues with PoserPhysics, and a bunch of other scripts too. Just making the Octane Render Settings window larger will not address the issue, since the screen widget will not move relative to the right border. If I use more real-estate at 100% DPI to accommodate 150% DPI, users will be very unhappy that the settings window is using more screen space.
Vertex mismatch problems
I think I have a non-commercial one. How do I get it to you. Or should I use Mantis?
The other obj are commercial ones. It seems to be related with what 3d modeler it is made. In the commercial ones all of the props have the problem
Not absolutely sure what you mean by the last sentence. I've had the issues reported during beta and ask for a copy of the prop, and when I opened it it looked like the prop had not been saved correctly from the modeler (I think it was modo?). The user re-saved the model and then it was fine. I can accommodate vertex mismatched geometry, however I need to get one that is not corrupt in order to test, and no one has been able to supply one yet. Pls email me at [email protected]
Texture maps count
I have been experimenting in lowering the number. For some scenery sets it is almost impossible because of features of the mesh done with displacement maps. You can’t leave those out or change it to another material.
One thing which would be nice is a global replace of a material in different props. If you miss one, Octane will still use the remaining one which is just as bad as using the original texture for all of them
Octane does not do displacement (yet), so you shouldn't need those maps. I like the idea of a global texturemap replacement. I will add that to version 1.1. The other factor to consider is that if you have the same map used by an "image" (ie. diffuse) node and a "floatimage" (ie. bump/opacity map), it will use an rgb slot and a grayscale slot. So if you are running out of grayscales, and have textuemaps used in both image and floatimage you can convert the floatimage to image node and save yourself the grayscale slot (hope that does confuse everyone!).