OctaneRender® for 3ds max® v2020.1 - 10.11

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Re: OctaneRender® for 3ds max® v2020.1 - 10.11

Postby samsue » Wed May 20, 2020 9:13 am

samsue Wed May 20, 2020 9:13 am
Started logging on 20.05.20 10:27:34

OctaneRender Enterprise 2020.1 (8010000)

Tried to access pin via an invalid ID P_ALBEDO (409)
Tried to access null node pin



CUDA error 2 on device 1: out of memory
-> failed to allocate device memory
OptiX error for device 1: [ERROR] "sbt->raygenRecord" is null
OptiX API error for device 1: Invalid value
device 1: RTX picking failed
OptiX error for device 1: [ERROR] "sbt->raygenRecord" is null
OptiX API error for device 1: Invalid value
device 1: path tracing kernel failed
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Re: OctaneRender® for 3ds max® v2020.1 - 10.11

Postby paride4331 » Wed May 20, 2020 1:14 pm

paride4331 Wed May 20, 2020 1:14 pm
mbetke wrote:
Hi mbetke,
did you try making all movable proxy, non grouping objects, head room 512mb?
Regards
Paride


You mean grouping objects with the 3ds max feature "Groups"? Or attaching them as an editable poly to each other and make them a big object?

I use layers and groups a lot to keep my scenes organized.



Hi mbetke,
With large amounts of high poly objects to group, try to use layers instead of group, it should fix yuor issue.
Regards
Paride
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Re: OctaneRender® for 3ds max® v2020.1 - 10.11

Postby tcheng00 » Wed May 20, 2020 2:03 pm

tcheng00 Wed May 20, 2020 2:03 pm
paride4331 wrote:Hi mbetke,
With large amounts of high poly objects to group, try to use layers instead of group, it should fix yuor issue.
Regards
Paride


I'm just trying to understand this a little better, but does grouping a few items together create a condition that Octane views the group as 1 big object? If I use a ton of instancing in that group, would that cause all the instances to be treated as a unique object? I'm just trying to see if I should be swapping all my groups into layers. Or ungroup them and parent them to a dummy? Thanks.
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Re: OctaneRender® for 3ds max® v2020.1 - 10.11

Postby HHbomb » Wed May 20, 2020 5:00 pm

HHbomb Wed May 20, 2020 5:00 pm
Reply a bit late....

----------------------
HHbomb wrote:
I have such crashes with big scenes when moving object ( and I have always Ai lights activated )


Does it go away when you deactivate AI Lights?
-----------------------

AI Lights deactivated : no problem. When activated GPU error, no crash but need to restart max to use octane.
| win 10 64 | i7 5930K + 2 x GTX 20802ti | 3dsmax 2021 |
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Re: OctaneRender® for 3ds max® v2020.1 - 10.11

Postby samsue » Wed May 20, 2020 6:13 pm

samsue Wed May 20, 2020 6:13 pm
HHbomb wrote:Reply a bit late....

----------------------
HHbomb wrote:
I have such crashes with big scenes when moving object ( and I have always Ai lights activated )


Does it go away when you deactivate AI Lights?
-----------------------

AI Lights deactivated : no problem. When activated GPU error, no crash but need to restart max to use octane.



me too .. AI Light always off and RTX
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Re: OctaneRender® for 3ds max® v2020.1 - 10.11

Postby paride4331 » Thu May 21, 2020 1:09 pm

paride4331 Thu May 21, 2020 1:09 pm
Hi Guys,
I sent my report to developers around AI light and RTX crash issue.
Regards
Paride
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Re: OctaneRender® for 3ds max® v2020.1 - 10.11

Postby tcheng00 » Thu May 21, 2020 1:47 pm

tcheng00 Thu May 21, 2020 1:47 pm
paride4331 wrote:Hi Guys,
I sent my report to developers around AI light and RTX crash issue.
Regards
Paride



RTX doesn't seem to be a problem for me, mainly seems to be related to NVlink and AI Lights, but thanks for the report.
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Re: OctaneRender® for 3ds max® v2020.1 - 10.11

Postby coilbook » Thu May 21, 2020 9:21 pm

coilbook Thu May 21, 2020 9:21 pm
Hi Paride,
Any update on supporting Phoenix FD wetmaps as black and white texture? They promised so many times. I just wonder if they are planning to release it?

Thank you!
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Re: OctaneRender® for 3ds max® v2020.1 - 10.11

Postby tcheng00 » Mon May 25, 2020 4:41 pm

tcheng00 Mon May 25, 2020 4:41 pm
Hey guys,

I exported my tyflow particles and loaded it back in using the Tyflow Cache. However, i'm not sure how to get it to render. I Enable Particle Interface on the Tycache, but that didn't seem to work. Is it supported at this time or did I miss something? Thanks.
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Re: OctaneRender® for 3ds max® v2020.1 - 10.11

Postby paride4331 » Tue May 26, 2020 9:23 am

paride4331 Tue May 26, 2020 9:23 am
tcheng00 wrote:Hey guys,

I exported my tyflow particles and loaded it back in using the Tyflow Cache. However, i'm not sure how to get it to render. I Enable Particle Interface on the Tycache, but that didn't seem to work. Is it supported at this time or did I miss something? Thanks.


https://render.otoy.com/forum/viewtopic.php?f=27&t=74783
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