Octane C4D Mac Creates Duplicate Frames

Generic forum to discuss Octane Render, post ideas and suggest improvements.
Forum rules
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Post Reply
daabomb101
Licensed Customer
Posts: 31
Joined: Sat Jun 15, 2013 12:51 am

I'm having an ongoing problem where Octane is creating duplicate frames upon render (C4D mac version). I've updated my CUDA drivers and updated to the latest version of the Octane C4D plugin, but the problem persists. The only way I've found to solve it is by babying the render -- basically I'll stop the render when a duplicate frame is created (ever 5 or so frames) and then start it from just before where it messed up. I'm also getting damaged or incredibly noisy frames once in a while, or frames out of order entirely. Has anyone else had this problem?

Note -- C4D's default renderer will not create duplicate frames, and I've had this problem with several scenes. I will troubleshoot with some simpler scenes (a cube for instance) and see if this still happens.

Update -- I tested this with a single cube, no lights, simple camera animation, and duplicate frames (and very noisy / damaged frames) are still being created.

Mac OSX 10.7.5 | NVIDIA Quadro K5000 | 2 x 2.66 GHz Quad-Core Intel Xeon | 18GB
daabomb101
Licensed Customer
Posts: 31
Joined: Sat Jun 15, 2013 12:51 am

I'm also getting this error once in a while
Attachments
Screen Shot 2013-06-22 at 2.08.09 PM.png
daabomb101
Licensed Customer
Posts: 31
Joined: Sat Jun 15, 2013 12:51 am

I updated to the 6.4 version and that's solved the problem
User avatar
FooZe
OctaneRender Team
Posts: 1335
Joined: Tue May 15, 2012 9:00 pm

Hi Daabomb101,

The texture count error is normal. This is letting you know you have reached one of the texture count limits of octane. Fermi cards (500 series) can only have 64 LDR RGBA textures in the scene, Kepler cards (600 series) can have 144.

You need to reduce the number of textures in the scene, this can be done by texture atlasing, or making sure to load images as the correct type (ie: for bump map or other greyscale use floatimage). This will help to use the correct type of texture (LDR greyscale vs LDR RGBA).

The limitations for kepler are:
  • 144 LDR RGBA images
  • 68 LDR greyscale images
  • 10 HDR RGBA images
  • 10 LDR greyscale images.
Thanks
Chris.
daabomb101
Licensed Customer
Posts: 31
Joined: Sat Jun 15, 2013 12:51 am

Thanks Chris! I'm not sure how to go about texture atlasing or replacing textures with floating point files, and I don't have a full comprehension of what those entail. Most of the textures in the scene are UV mapped and simple, and I'm not using any HDRs if that's what you mean by float textures. It's just a very complex scene (a 3D city from the videocopilot metropolitan pack, with some additional geometry). One workaround would be to render the foreground, midground, and background separately and composite them together, but if you could reference me to a better solution or just information on this in general, that would be great. Thanks!
User avatar
FooZe
OctaneRender Team
Posts: 1335
Joined: Tue May 15, 2012 9:00 pm

For information about the different texture types take a look at the video in the c4d manual under the textures section:
http://render.otoy.com/manuals/Cinema4D/?page_id=145

For atlasing the concept is to combine two (or more) textures into a single (larger) image file, then set the UV's of the two objects to suit (so you get one part of the image texturing one object, while with another part texturing another). This means you get exactly the same result as the original but you are using a lower number of image files in your scene. The only draw back is that usually there is some wasted space on the image when doing this, so your wasting some VRAM.

Hope that helps!
daabomb101
Licensed Customer
Posts: 31
Joined: Sat Jun 15, 2013 12:51 am

Cool, thanks!
User avatar
aoktar
Octane Plugin Developer
Posts: 16066
Joined: Tue Mar 23, 2010 8:28 pm
Location: Türkiye
Contact:

Duplicated or corrupted frames is a bug. I have fixed in last version
please try this 0.69b release

http://render.otoy.com/forum/viewtopic.php?f=30&t=33493
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
daabomb101
Licensed Customer
Posts: 31
Joined: Sat Jun 15, 2013 12:51 am

aoktar wrote:Duplicated or corrupted frames is a bug. I have fixed in last version
please try this 0.69b release

http://render.otoy.com/forum/viewtopic.php?f=30&t=33493
Thanks Ahmed! Yes, I found the C4D forum shortly after I posted this and upgraded to the .64 release, which fixed the problem. The .64 release is the newest for mac, right?
User avatar
aoktar
Octane Plugin Developer
Posts: 16066
Joined: Tue Mar 23, 2010 8:28 pm
Location: Türkiye
Contact:

daabomb101 wrote:
aoktar wrote:Duplicated or corrupted frames is a bug. I have fixed in last version
please try this 0.69b release

http://render.otoy.com/forum/viewtopic.php?f=30&t=33493
Thanks Ahmed! Yes, I found the C4D forum shortly after I posted this and upgraded to the .64 release, which fixed the problem. The .64 release is the newest for mac, right?
No, it's a buggy release.
Finally, i can do syncronised win an mac.

last is 0.69b for mac and windos
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Post Reply

Return to “General Discussion”