Version 2.22.2 - TEST3 - Updated on 03.04.15

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Re: Version 2.22.2 - TEST3 - Updated on 03.04.15

Postby abstrax » Wed Apr 15, 2015 1:30 am

abstrax Wed Apr 15, 2015 1:30 am
brasco wrote:Hi Abstrax, sorry for the delay.

I've worked out that it's VRAM related, so I inadvertently maxed out the VRAM on the slave (Titan & 2x780ti) which lead to the nasty errors, when I dropped the output resolution and therefore the vram it doesn't show the error! Should there be a fallback to just not use the ones that can't fit the RAM?

It's currently late here, I'll zip up the scene and PM you a link first thing.

cheers
brasc

Thanks for the reply. Usually you can't allocate a film buffer that doesn't fit into memory and the GPU should fail. But maybe the slaves ignore failed GPUs. I will try to recreate the problem here this way.
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Re: Version 2.22.2 - TEST3 - Updated on 03.04.15

Postby eightvfx » Thu Apr 16, 2015 2:25 am

eightvfx Thu Apr 16, 2015 2:25 am
same problem here with and without render farm.

with the render farm
network_error_01.jpg


without
network_error_02.jpg
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Re: Version 2.22.2 - TEST3 - Updated on 03.04.15

Postby abstrax » Thu Apr 16, 2015 2:53 am

abstrax Thu Apr 16, 2015 2:53 am
eightvfx wrote:same problem here with and without render farm.

with the render farm
network_error_01.jpg


without
network_error_02.jpg

Again, what's the configuration on your master and especially on your slaves? I.e. OS and GPUs? Could you please send me the scene? Thanks.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Re: Version 2.22.2 - TEST3 - Updated on 03.04.15

Postby eightvfx » Thu Apr 16, 2015 3:44 am

eightvfx Thu Apr 16, 2015 3:44 am
master.

win7 64b latest update
72 gb ram. intel xeon 2.4 2proc
nvidia geforce GTX titan black. latest driver.

Slave

1 > win7 64b latest update
128 gb ram. intel Xeon 2.4 2 proc
4 Nvidia Geforce GTX 980

2 > win7 64b latest update
64 Gb ram intel xeon 2.4 2proc
nvidia geforce gtx 980
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Re: Version 2.22.2 - TEST3 - Updated on 03.04.15

Postby momade » Thu Apr 16, 2015 1:21 pm

momade Thu Apr 16, 2015 1:21 pm
does anybody have a hint? is there a way to keep the sun as light and for the shadows, but hide its reflection on glossy/spec materials?

br.
mo
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Re: Version 2.22.2 - TEST3 - Updated on 03.04.15

Postby nfms » Thu Apr 16, 2015 3:22 pm

nfms Thu Apr 16, 2015 3:22 pm
Using a multi- or colorshader in an octane material causes Cinema4D to freeze/crash.
Using R16 with 2.22.2 Test 3 + Geforce GTX 760

I've seen some examples on the forums here (colorshader_alpha test by useruser) where people have this setup working. Am I missing something ?
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Re: Version 2.22.2 - TEST3 - Updated on 03.04.15

Postby aoktar » Thu Apr 16, 2015 3:36 pm

aoktar Thu Apr 16, 2015 3:36 pm
nfms wrote:Using a multi- or colorshader in an octane material causes Cinema4D to freeze/crash.
Using R16 with 2.22.2 Test 3 + Geforce GTX 760

I've seen some examples on the forums here (colorshader_alpha test by useruser) where people have this setup working. Am I missing something ?


would be nice to see what's crashing? If you reach the some node graph limits, octane can crash. We have a limit for total nodes like about 32768 per nodegraph. Ex. if you create a cloner with thousands childs and put a object tag, this will cause a few nodes per child. So You can easily reach to this limit with also having other objects and materials/textures to freeze the system. I'll make some changes to use own nodegraph per cloners.
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Re: Version 2.22.2 - TEST3 - Updated on 03.04.15

Postby nfms » Thu Apr 16, 2015 4:01 pm

nfms Thu Apr 16, 2015 4:01 pm
aoktar wrote:
nfms wrote:Using a multi- or colorshader in an octane material causes Cinema4D to freeze/crash.
Using R16 with 2.22.2 Test 3 + Geforce GTX 760

I've seen some examples on the forums here (colorshader_alpha test by useruser) where people have this setup working. Am I missing something ?


would be nice to see what's crashing? If you reach the some node graph limits, octane can crash. We have a limit for total nodes like about 32768 per nodegraph. Ex. if you create a cloner with thousands childs and put a object tag, this will cause a few nodes per child. So You can easily reach to this limit with also having other objects and materials/textures to freeze the system. I'll make some changes to use own nodegraph per cloners.


Thanks for the quick response.

I've tested it in the very basic of basic setups. 3x3 cloner grid.
Scene file attached, does this give you problems as well ?
Attachments
colorshader_octane_crash.c4d.zip
(72.14 KiB) Downloaded 287 times
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Re: Version 2.22.2 - TEST3 - Updated on 03.04.15

Postby aoktar » Thu Apr 16, 2015 4:14 pm

aoktar Thu Apr 16, 2015 4:14 pm
nfms wrote:Thanks for the quick response.

I've tested it in the very basic of basic setups. 3x3 cloner grid.
Scene file attached, does this give you problems as well ?


Np. It's fine on a quick test. I don't expect a problem for a simple scene, but maybe a spesific issue on OSX. Do you have a bugreport which is generated by a crash?
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Re: Version 2.22.2 - TEST3 - Updated on 03.04.15

Postby nfms » Thu Apr 16, 2015 4:18 pm

nfms Thu Apr 16, 2015 4:18 pm
No, c4d just freezes (beachballin') and I have to force-quit it. Funny thing is the force quit doesn't remove the Cinema 4D windows either. It's gone in the force-quit menu from finder, but they are still visible. Only way to solve it is a reboot.

OSX version is 10.9.5 (Mavericks)


Not using a standard c4d shader and just Octane materials works fine.
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