OctaneRender™ Standalone v1.03 (obsolete)

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kavorka
Licensed Customer
Posts: 1351
Joined: Sat Feb 04, 2012 6:40 am

here is my log from my GPU failure. (Mentioned previously)
hitting the restart render button does nothing. I can close my other Octane windows, but it still shows this same amount of VRAM from other applications. If I then open a new Octane instance that requires less VRAM, that one is fine, but this one won't be able to get the GPU that failed to start working again unless I close and re-open.

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Started logging on 22.01.13 09:08:51
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CUDA error 2 on device 0: The API was unable to allocate enough memory to perform the requested operation.
-> Failed to allocated device memory
CUDA error 2 on device 0: The API was unable to allocate enough memory to perform the requested operation.
-> Failed to launch kernel (pt)
CUDA device 0: Path tracing failed
CUDA error 2 on device 1: The API was unable to allocate enough memory to perform the requested operation.
-> Failed to launch kernel (pt)
CUDA device 1: Path tracing failed
CUDA error 2 on device 0: The API was unable to allocate enough memory to perform the requested operation.
-> Failed to allocate device array
CUDA device 0: Failed to reallocate data texture 22 of context 0
CUDA error 2 on device 0: The API was unable to allocate enough memory to perform the requested operation.
-> Failed to launch kernel (pt)
CUDA device 0: Path tracing failed
CUDA error 2 on device 0: The API was unable to allocate enough memory to perform the requested operation.
-> Failed to launch kernel (pt)
CUDA device 0: Path tracing failed
CUDA error 2 on device 0: The API was unable to allocate enough memory to perform the requested operation.
-> Failed to launch kernel (pt)
CUDA device 0: Path tracing failed
CUDA error 2 on device 0: The API was unable to allocate enough memory to perform the requested operation.
-> Failed to launch kernel (pt)
CUDA device 0: Path tracing failed
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
kavorka
Licensed Customer
Posts: 1351
Joined: Sat Feb 04, 2012 6:40 am

If I grab a material from the LiveDB that has a float input to control the scale of various textures, I am unable to modify the amount. If I click on a texture and change the input from float1 to float2 and then back, I can then use the main float input to control everything, correctly. This is not just from 1.03, I noticed this a while ago.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
manalokos
Licensed Customer
Posts: 441
Joined: Fri Nov 18, 2011 4:43 pm

This version of Octane sometimes freezes permanently when I refresh a model.
Does anyone else experienced this problem?
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Refracty
Licensed Customer
Posts: 1599
Joined: Wed Dec 01, 2010 6:42 pm
Location: 3D-Visualisierung Köln
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Marcus,
can you let us know if the use of a "background image / image plane" in the viewport for alignment purposes will be possible in the upcomming release.
This is especially useful since the shadow catcher was introduced...
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abstrax
OctaneRender Team
Posts: 5510
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Refracty wrote:Marcus,
can you let us know if the use of a "background image / image plane" in the viewport for alignment purposes will be possible in the upcomming release.
This is especially useful since the shadow catcher was introduced...
There won't be any new features until stable 1.1. We will probably release another version this week with some bug fixes and then next week 1.1. After that we will continue with new development releases with new stuff. It's not done yet (we are all working on other things at the moment), but it shouldn't be too hard to do and so it might become available soon after 1.1.

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Refracty
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Joined: Wed Dec 01, 2010 6:42 pm
Location: 3D-Visualisierung Köln
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thank you marcus for the update :)
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ROUBAL
Licensed Customer
Posts: 2199
Joined: Mon Jan 25, 2010 5:25 pm
Location: FRANCE
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Great news ! I asked for this feature so many times ! :)
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
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abstrax
OctaneRender Team
Posts: 5510
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

kavorka wrote:every scene I load with 1.03 (I export from Blender each time) ends up showing an error in the loading area. After everything is loaded, it will still show that it is loading something. Sometimes my mesh, sometimes a texture. Seems to be purely graphical because everything works fine, even what it says is "loading".
I just opened up this same scene with 1.0 (without exporting again from Blender) and the problem persists. I haven't had this problem before 1.3 (that I know of)
I tried several times, exporting from C4D or loading directly in Octane, but I can't reproduce this issue. Any idea how we can reproduce it? Doesn't it run the voxelization after loading? It should display "Compiling mesh..." in the status bar then.

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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andrear
Licensed Customer
Posts: 116
Joined: Wed Apr 28, 2010 11:49 am
Location: milan, italy

Many thanks to the whole staff for the 1.1 compute cards support.
The new build work smooth as never before.

Only one more thing to say,
it is dramatically difficult to stop to play with it!

Andrea
MSi GE75 Raider 8SF - W10PRO - RTX 2070 8GB mobile
kavorka
Licensed Customer
Posts: 1351
Joined: Sat Feb 04, 2012 6:40 am

abstrax wrote:
kavorka wrote:every scene I load with 1.03 (I export from Blender each time) ends up showing an error in the loading area. After everything is loaded, it will still show that it is loading something. Sometimes my mesh, sometimes a texture. Seems to be purely graphical because everything works fine, even what it says is "loading".
I just opened up this same scene with 1.0 (without exporting again from Blender) and the problem persists. I haven't had this problem before 1.3 (that I know of)
I tried several times, exporting from C4D or loading directly in Octane, but I can't reproduce this issue. Any idea how we can reproduce it? Doesn't it run the voxelization after loading? It should display "Compiling mesh..." in the status bar then.

Cheers,
Marcus

I had it show compiling mesh once after, but it didnt show the loading bar, just a kinda messed up looking "compiling mesh". Maybe my install is messed up somehow.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
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