Version 3.08-RC1.1

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Version 3.08-RC1.1

Postby albatetra » Sun Mar 18, 2018 10:44 pm

albatetra Sun Mar 18, 2018 10:44 pm
Hi Aoktar,

I've installed the update and used in production with no major issues so far, up to today, when I'm rendering a simple animation involving VDB.
After a random amount of frames (can be 10, can be 100 frames) machine freeze for about 30 seconds. Once it unfreeze I inspect the log (I've cleaned it before the render start) and I can see these never ending list of errors:

Started logging on 18.03.18 23:26:32

OctaneRender 3.08 RC 1 (3080010)

CUDA error 702 on device 1: the launch timed out and was terminated
-> kernel execution failed(report)
CUDA error 702 on device 1: the launch timed out and was terminated
-> failed to launch kernel(ptBrdf2)
device 1: direct light kernel failed
CUDA error 702 on device 0: the launch timed out and was terminated
-> could not get memory info
CUDA error 702 on device 0: the launch timed out and was terminated
-> could not get memory info
CUDA error 702 on device 1: the launch timed out and was terminated
-> could not get memory info
CUDA error 702 on device 1: the launch timed out and was terminated
-> could not get memory info
CUDA error 702 on device 2: the launch timed out and was terminated
-> could not get memory info
.....
.....
another 200 lines of the same errors on various devices (I've 4 GTX1080 in my system).
If I hit render again nothing happen. No rendering. I've to close C4D and re open it and keep going with rendering.

Any idea ?

Thanks

Alberto
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Re: Version 3.08-RC1.1

Postby leehenshall » Mon Mar 19, 2018 10:59 am

leehenshall Mon Mar 19, 2018 10:59 am
Does Octane for Cinema 4D support input projection on osl texture yet?

I tired using a modified version of osl flakes but can't get the input projection pin to show up like in standalone. (see osl code pasted from osl forum below)

viewtopic.php?f=33&t=63905&start=10

----------------------

shader
flakes
(
float flake_scale = 10.0 [[ string description = "Smaller values zoom into the flake map, larger values zoom out" ]],
float flake_size = 0.5 [[ string description = "Relative size of the flakes" ]],
float flake_size_variance = 0.0 [[ string description = "0.0 makes all flakes the same size, 1.0 assigns random size between 0 and the given flake size" ]],
float flake_normal_orientation = 0.0 [[ string description = "Blend between the flake normals (0.0) and the surface normal (1.0)" ]],
point proj = point(u, v, 0) [[string label = "Projection"]],
output color result = 1.0
)
{
float safe_flake_size_variance = clamp(flake_size_variance, 0.1, 1.0);
vector cellCenters[9] = {
vector( 0.5, 0.5, 0.0),
vector( 1.5, 0.5, 0.0),
vector( 1.5, 1.5, 0.0),
vector( 0.5, 1.5, 0.0),
vector(-0.5, 1.5, 0.0),
vector(-0.5, 0.5, 0.0),
vector(-0.5, -0.5, 0.0),
vector( 0.5, -0.5, 0.0),
vector( 1.5, -0.5, 0.0)
};

//point position = vector(u, v, 0.0);
point position = flake_scale * proj;

point base = floor(position);

point nearestCell = point(0.0, 0.0, 1.0);
int nearestCellIndex = -1;
for(int cellIndex = 0; cellIndex < 9; ++cellIndex) {
point cellCenter = base + cellCenters[cellIndex];

vector centerOffset = cellnoise(cellCenter) * 2.0 - 1.0;
centerOffset[2] *= safe_flake_size_variance;
centerOffset = normalize(centerOffset);

cellCenter += 0.5 * centerOffset;
float cellDistance = distance(position, cellCenter);
if(cellDistance < flake_size && cellCenter[2] < nearestCell[2]) {
nearestCell = cellCenter;
nearestCellIndex = cellIndex;
}
}

result = color(0.5, 0.5, 1.0);

if (nearestCellIndex != -1) {
vector randomNormal = cellnoise(base + cellCenters[nearestCellIndex] + vector(0.0, 0.0, 1.5));
randomNormal = 2.0 * randomNormal - 1.0;
randomNormal = faceforward(randomNormal, I, randomNormal);
randomNormal = normalize(mix(randomNormal, vector(0.0, 0.0, 1.0), flake_normal_orientation));

result = color(0.5*randomNormal[0]+0.5, 0.5*randomNormal[1]+0.5, randomNormal[2]);
}
}
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Re: Version 3.08-RC1.1

Postby aoktar » Mon Mar 19, 2018 12:06 pm

aoktar Mon Mar 19, 2018 12:06 pm
albatetra wrote:Hi Aoktar,

I've installed the update and used in production with no major issues so far, up to today, when I'm rendering a simple animation involving VDB.
After a random amount of frames (can be 10, can be 100 frames) machine freeze for about 30 seconds. Once it unfreeze I inspect the log (I've cleaned it before the render start) and I can see these never ending list of errors:

Started logging on 18.03.18 23:26:32

OctaneRender 3.08 RC 1 (3080010)

CUDA error 702 on device 1: the launch timed out and was terminated
-> kernel execution failed(report)
CUDA error 702 on device 1: the launch timed out and was terminated
-> failed to launch kernel(ptBrdf2)
device 1: direct light kernel failed
CUDA error 702 on device 0: the launch timed out and was terminated
-> could not get memory info
CUDA error 702 on device 0: the launch timed out and was terminated
-> could not get memory info
CUDA error 702 on device 1: the launch timed out and was terminated
-> could not get memory info
CUDA error 702 on device 1: the launch timed out and was terminated
-> could not get memory info
CUDA error 702 on device 2: the launch timed out and was terminated
-> could not get memory info
.....
.....
another 200 lines of the same errors on various devices (I've 4 GTX1080 in my system).
If I hit render again nothing happen. No rendering. I've to close C4D and re open it and keep going with rendering.

Any idea ?

Thanks

Alberto


I cannot know reason of Cuda Errors. But we can wish an investigation from Otoy guys if you send the scene. But error should be reproductable.
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Re: Version 3.08-RC1.1

Postby Weezer » Mon Mar 19, 2018 7:20 pm

Weezer Mon Mar 19, 2018 7:20 pm
So Octane v4.0 is here (for Windows users). How long will it take for the plugin to make use of the new features?
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Re: Version 3.08-RC1.1

Postby aoktar » Mon Mar 19, 2018 7:26 pm

aoktar Mon Mar 19, 2018 7:26 pm
Weezer wrote:So Octane v4.0 is here (for Windows users). How long will it take for the plugin to make use of the new features?

I don't have any idea about V4 and plans of Otoy. So i don't have answers yet!
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Re: Version 3.08-RC1.1

Postby albaglib » Tue Mar 20, 2018 7:10 am

albaglib Tue Mar 20, 2018 7:10 am
a real problem for otoy ... it does not even communicate with plugin developers ... for me Octane 4 have no interest if there is no plugin
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Re: Version 3.08-RC1.1

Postby sdanaher » Tue Mar 20, 2018 10:13 am

sdanaher Tue Mar 20, 2018 10:13 am
No doubt a question you hate Ahmet and I don't normally ask, but do you have an ETA on the plugin with OSX compatibility now that RC1.2* has it? Are we talking days or weeks?

EDIT: I mean RC2
Windows 10 - 64GB RAM - Cinema 4D R20 - RTX 2070 x3
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Re: Version 3.08-RC1.1

Postby aoktar » Tue Mar 20, 2018 10:50 am

aoktar Tue Mar 20, 2018 10:50 am
sdanaher wrote:No doubt a question you hate Ahmet and I don't normally ask, but do you have an ETA on the plugin with OSX compatibility now that RC1.2* has it? Are we talking days or weeks?

EDIT: I mean RC2

I have a problem to compile it for R19, I'll make a release when I sort that. Matter of days.
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Re: Version 3.08-RC1.1

Postby leehenshall » Tue Mar 20, 2018 11:05 am

leehenshall Tue Mar 20, 2018 11:05 am
aoktar sorry to repost but would you mind adding my OSL projection request to your next release please?

Does Octane for Cinema 4D support input projection on osl texture yet?

I tired using a modified version of osl flakes but can't get the input projection pin to show up like in standalone. (see osl code pasted from osl forum below)

viewtopic.php?f=33&t=63905&start=10

----------------------

shader
flakes
(
float flake_scale = 10.0 [[ string description = "Smaller values zoom into the flake map, larger values zoom out" ]],
float flake_size = 0.5 [[ string description = "Relative size of the flakes" ]],
float flake_size_variance = 0.0 [[ string description = "0.0 makes all flakes the same size, 1.0 assigns random size between 0 and the given flake size" ]],
float flake_normal_orientation = 0.0 [[ string description = "Blend between the flake normals (0.0) and the surface normal (1.0)" ]],
point proj = point(u, v, 0) [[string label = "Projection"]],
output color result = 1.0
)
{
float safe_flake_size_variance = clamp(flake_size_variance, 0.1, 1.0);
vector cellCenters[9] = {
vector( 0.5, 0.5, 0.0),
vector( 1.5, 0.5, 0.0),
vector( 1.5, 1.5, 0.0),
vector( 0.5, 1.5, 0.0),
vector(-0.5, 1.5, 0.0),
vector(-0.5, 0.5, 0.0),
vector(-0.5, -0.5, 0.0),
vector( 0.5, -0.5, 0.0),
vector( 1.5, -0.5, 0.0)
};

//point position = vector(u, v, 0.0);
point position = flake_scale * proj;

point base = floor(position);

point nearestCell = point(0.0, 0.0, 1.0);
int nearestCellIndex = -1;
for(int cellIndex = 0; cellIndex < 9; ++cellIndex) {
point cellCenter = base + cellCenters[cellIndex];

vector centerOffset = cellnoise(cellCenter) * 2.0 - 1.0;
centerOffset[2] *= safe_flake_size_variance;
centerOffset = normalize(centerOffset);

cellCenter += 0.5 * centerOffset;
float cellDistance = distance(position, cellCenter);
if(cellDistance < flake_size && cellCenter[2] < nearestCell[2]) {
nearestCell = cellCenter;
nearestCellIndex = cellIndex;
}
}

result = color(0.5, 0.5, 1.0);

if (nearestCellIndex != -1) {
vector randomNormal = cellnoise(base + cellCenters[nearestCellIndex] + vector(0.0, 0.0, 1.5));
randomNormal = 2.0 * randomNormal - 1.0;
randomNormal = faceforward(randomNormal, I, randomNormal);
randomNormal = normalize(mix(randomNormal, vector(0.0, 0.0, 1.0), flake_normal_orientation));

result = color(0.5*randomNormal[0]+0.5, 0.5*randomNormal[1]+0.5, randomNormal[2]);
}
}
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Re: Version 3.08-RC1.1

Postby aoktar » Tue Mar 20, 2018 11:26 am

aoktar Tue Mar 20, 2018 11:26 am
leehenshall wrote:aoktar sorry to repost but would you mind adding my OSL projection request to your next release please?

This is not a thing which can be answered by me soon, sorry!
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