OctaneRender™ Standalone v1.03 (obsolete)

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kavorka
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"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.
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kavorka
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Joined: Sat Feb 04, 2012 6:40 am

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?
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Refracty
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Another thing. If you open the mesh import settings and cancel the window, the mesh reloads unnecassary (without any changes applied).
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abstrax
OctaneRender Team
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Location: Auckland, New Zealand

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?
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?

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
kavorka
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Posts: 1351
Joined: Sat Feb 04, 2012 6:40 am

abstrax wrote:
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?
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?

Cheers,
Marcus
If you mean right click on the mesh node and hit render, nothing happens, card still says failed.
Pausing and playing also does nothing.
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kavorka
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Joined: Sat Feb 04, 2012 6:40 am

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.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
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abstrax
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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.
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...?

Thanks,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
OctaneRender Team
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Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

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.
On which OS are you working?
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
kavorka
Licensed Customer
Posts: 1351
Joined: Sat Feb 04, 2012 6:40 am

abstrax wrote:
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?
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?

Cheers,
Marcus
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.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
MattRM
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Joined: Wed Jan 27, 2010 6:06 pm
Location: Luxembourg
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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
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