"Copying and pasting nodes will also duplicate connections coming from other nodes to the copied nodes."
I thought this would let me copy nodes from one file that are already connected to my mesh node to another file that has the same material names in my mesh node and have them auto link up to it. I realize now, after reading it, that I was wrong. However, I think this would be a nice feature to implement.
OctaneRender™ Standalone v1.03 (obsolete)
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
One thing that I have noticed, in other versions as well:
If you have 2 scenes loaded up (I do this sometimes, pause one, load up another one to render out quickly, send to client, then resume the other rendering), it will show in red the total amount of memory outside of that particular Octane instance. However, if I close the other one, it doesn't always correctly show the updated (lower) memory usage.
In my current case, I have a scene open, load up a second one and the total memory causes one of my cards to fail. I then close my second scene, hoping that my first scene will get back to normal. But it doesn't update the memory usage and the card continues to fail. I would then need to close the scene and reopen it to continue rendering. Would it be possible to update this without reloading my scene?
If you have 2 scenes loaded up (I do this sometimes, pause one, load up another one to render out quickly, send to client, then resume the other rendering), it will show in red the total amount of memory outside of that particular Octane instance. However, if I close the other one, it doesn't always correctly show the updated (lower) memory usage.
In my current case, I have a scene open, load up a second one and the total memory causes one of my cards to fail. I then close my second scene, hoping that my first scene will get back to normal. But it doesn't update the memory usage and the card continues to fail. I would then need to close the scene and reopen it to continue rendering. Would it be possible to update this without reloading my scene?
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
Another thing. If you open the mesh import settings and cancel the window, the mesh reloads unnecassary (without any changes applied).
Maybe we can do something about this. What happens when you just click the render restart button in the scene that failed to load in the first place?kavorka wrote:One thing that I have noticed, in other versions as well:
If you have 2 scenes loaded up (I do this sometimes, pause one, load up another one to render out quickly, send to client, then resume the other rendering), it will show in red the total amount of memory outside of that particular Octane instance. However, if I close the other one, it doesn't always correctly show the updated (lower) memory usage.
In my current case, I have a scene open, load up a second one and the total memory causes one of my cards to fail. I then close my second scene, hoping that my first scene will get back to normal. But it doesn't update the memory usage and the card continues to fail. I would then need to close the scene and reopen it to continue rendering. Would it be possible to update this without reloading my scene?
Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
If you mean right click on the mesh node and hit render, nothing happens, card still says failed.abstrax wrote:Maybe we can do something about this. What happens when you just click the render restart button in the scene that failed to load in the first place?kavorka wrote:One thing that I have noticed, in other versions as well:
If you have 2 scenes loaded up (I do this sometimes, pause one, load up another one to render out quickly, send to client, then resume the other rendering), it will show in red the total amount of memory outside of that particular Octane instance. However, if I close the other one, it doesn't always correctly show the updated (lower) memory usage.
In my current case, I have a scene open, load up a second one and the total memory causes one of my cards to fail. I then close my second scene, hoping that my first scene will get back to normal. But it doesn't update the memory usage and the card continues to fail. I would then need to close the scene and reopen it to continue rendering. Would it be possible to update this without reloading my scene?
Cheers,
Marcus
Pausing and playing also does nothing.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
Another thing I have noticed, and I think it is just with this version, is after I load my scene, it still shows a loading bar on the bottom, even though it already loaded that particular item. Once it was my HDRI and it just happened with my .obj.
clicking cancel doesnt do anything. It doesnt seem to cause any problems though, both actually loaded and I use use Octane as I normally would.
clicking cancel doesnt do anything. It doesnt seem to cause any problems though, both actually loaded and I use use Octane as I normally would.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
I meant the restart button left of the pause button. But doesn't seem to work. Could you try to reproduce this issue and then click on restart and then send my the log via PM, which you can find in Help -> Open Log...?kavorka wrote: If you mean right click on the mesh node and hit render, nothing happens, card still says failed.
Pausing and playing also does nothing.
Thanks,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
On which OS are you working?kavorka wrote:Another thing I have noticed, and I think it is just with this version, is after I load my scene, it still shows a loading bar on the bottom, even though it already loaded that particular item. Once it was my HDRI and it just happened with my .obj.
clicking cancel doesnt do anything. It doesnt seem to cause any problems though, both actually loaded and I use use Octane as I normally would.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Also, I should clarify, I do not have a card dedicated for display. So only one card failed because it had everything else in VRAM. The other, non display card didnt fail (so the scene did load and start rendering, just on one card). So I could continue the rendering, but I wouldn't be able to access both cards without reloading the scene and restarting the render.abstrax wrote:Maybe we can do something about this. What happens when you just click the render restart button in the scene that failed to load in the first place?kavorka wrote:One thing that I have noticed, in other versions as well:
If you have 2 scenes loaded up (I do this sometimes, pause one, load up another one to render out quickly, send to client, then resume the other rendering), it will show in red the total amount of memory outside of that particular Octane instance. However, if I close the other one, it doesn't always correctly show the updated (lower) memory usage.
In my current case, I have a scene open, load up a second one and the total memory causes one of my cards to fail. I then close my second scene, hoping that my first scene will get back to normal. But it doesn't update the memory usage and the card continues to fail. I would then need to close the scene and reopen it to continue rendering. Would it be possible to update this without reloading my scene?
Cheers,
Marcus
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
Hi all,
Great upgrade on interactive work !!!
Still the stereoscopic bug, left cam/filter is the right and right cam/filter is the left, it's inverted.
Matt
Great upgrade on interactive work !!!
Still the stereoscopic bug, left cam/filter is the right and right cam/filter is the left, it's inverted.
Matt