Hi everyone,
Does anyone know if this is possible? I know some GPU-based renders use up 100% of the GPU, so you can`t navigate through windows, unless you have a second GPU for the monitor. (which in my case would be the integrated non-CUDA HD4000 of my 3770K)
Greetings from Amsterdam
Cuda`s
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i can tell nothing about the solidwork workflow but i can confirm that the HD4000 works pretty well with monitor attached and you can play with the cpu at 100% while octane is rendering 
it's time to update my signature
ciao beppe
it's time to update my signature
ciao beppe
When I have Octane I will do tests.
Last edited by whersmy on Fri Apr 12, 2013 3:03 pm, edited 1 time in total.
Octane 2022.1.1 nv535.98
x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬
x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬
theoretically is possible, but it must to be said that octane needs the cpu during the voxelization process, so some power is lost every frame
ciao beppe
ciao beppe
why use keyshot for importing solidworks - isnt it mianly for rendering? I recommend moi3d - cheaper, and it has the best ever poly output - or autodesk inventor - import solidworks parts and save as inventor assembly and then import that into 3dmax, everything looks native like modeled in solidworks in that case (works in 3dmax2013) -
anyway - it could work, but it would be much better to use another GPU for monitor and other for GPU rendering
you know what the problem is, gpu rendering uses almost 100% of gpu processing power, so it had problems with updating the screen it is also connected to
so if you use keyshot for stills and octane for animations - it could pretty much work - the only problem is that updating of monitor issue - you would still have some lagging even with two or 4 GPUs - but it could be managable, when you use PMC kernel, it works like there is no lag at all
anyway - it could work, but it would be much better to use another GPU for monitor and other for GPU rendering
you know what the problem is, gpu rendering uses almost 100% of gpu processing power, so it had problems with updating the screen it is also connected to
so if you use keyshot for stills and octane for animations - it could pretty much work - the only problem is that updating of monitor issue - you would still have some lagging even with two or 4 GPUs - but it could be managable, when you use PMC kernel, it works like there is no lag at all
3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
..actually moi3d sometimes has troubles when exporting directly to .obj and then rendering in octane (sometimes inverted normals and sometimes missing faces - true that, but it produces Ngons at least - most programs produce triangles so that is probably why)
- so I would export it to .fbx and import back into 3dmax, and then use the 3dmax octane plugin, not the standalone -
and if you want to buy the 3dmax plugin you also need to buy the octane standalone version
so I guess your original workflow should work just fine (if .obj exports are fine)
- you know you still need 3dmax or something to change the UVW mapping at least, not sure if youre using 3dmax at all or is it just for exporting - because you could use autodesk inventor to open the parts from solidworks and save them again in inventor assembly format and import that into 3dmax - I tried that with a few models, works pretty nice and quick, 3dmax will recognize the parts as "body objects" - never seen that before - you can change the quality of poly conversion there (and inventor looks and feels almost exactly like SW)
open inventor (import SW and save as inv.) > 3dmax (with octane plugin)
that looks like a faster workflow, you dont even have to export the SW files or have SW installed in that case..
either way, the thing should work
- so I would export it to .fbx and import back into 3dmax, and then use the 3dmax octane plugin, not the standalone -
and if you want to buy the 3dmax plugin you also need to buy the octane standalone version
so I guess your original workflow should work just fine (if .obj exports are fine)
- you know you still need 3dmax or something to change the UVW mapping at least, not sure if youre using 3dmax at all or is it just for exporting - because you could use autodesk inventor to open the parts from solidworks and save them again in inventor assembly format and import that into 3dmax - I tried that with a few models, works pretty nice and quick, 3dmax will recognize the parts as "body objects" - never seen that before - you can change the quality of poly conversion there (and inventor looks and feels almost exactly like SW)
open inventor (import SW and save as inv.) > 3dmax (with octane plugin)
that looks like a faster workflow, you dont even have to export the SW files or have SW installed in that case..
either way, the thing should work
3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
Cool, will see if I can get a hold of Inventor.
So far I made a list:
- Model in SW, put it on the bottom of the front plane in SW
- Increase tessalation
- Save a STEP
- Import Moi3d
- Export .Obj
- Import Octane
- Reduce res if needed (performance, handling)
- Decide for DL, PT, PMC
- Add the right lightining
- Add materials
- Only render alpha (instead of background too) (SAVES rendertime)
- Render shadow with total diffuse materials on 1/2 size original render
- Combine both renders in Photoshop
Result:
So far I made a list:
- Model in SW, put it on the bottom of the front plane in SW
- Increase tessalation
- Save a STEP
- Import Moi3d
- Export .Obj
- Import Octane
- Reduce res if needed (performance, handling)
- Decide for DL, PT, PMC
- Add the right lightining
- Add materials
- Only render alpha (instead of background too) (SAVES rendertime)
- Render shadow with total diffuse materials on 1/2 size original render
- Combine both renders in Photoshop
Result:
Last edited by whersmy on Fri Apr 12, 2013 5:36 pm, edited 2 times in total.
Octane 2022.1.1 nv535.98
x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬
x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬
- gabrielefx

- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
why all these steps?whersmy wrote:Cool, will see if I can get a hold of Inventor.
So far I made a list:
- Model in SW, put it on the bottom of the front plane in SW
- Increase tessalation
- Save a STEP
- Import Moi3d
- Export .Obj
- Import Octane
- Reduce res if needed (performance, handling)
- Decide for DL, PT, PMC
- Add the right lightining
- Add materials
- Only render alpha (instead of background too) (SAVES rendertime)
- Render shadow with total diffuse materials on 1/2 size original render
- Combine both renders in Photoshop
Result:
Solidworks does not save in obj?
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
