OctaneRender™ for Blender 1.53 - 4.9 beta Win [OBSOLETE]

Blender (Export script developed by yoyoz; Integrated Plugin developed by JimStar)
RealityFox
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Posts: 273
Joined: Sat May 05, 2012 1:43 pm

Out of curiosity what are the benefits of the of 1.53 engine? I just presume a small speed increase and some minor bug fixes?
tomas_p
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Posts: 188
Joined: Sun Mar 14, 2010 7:38 pm
Location: Slovakia

i don't know what I am doing wron but it still doesen't work for me. The last version which is running on my computer is the version 1.33
Win Vista 64 | Phenom II X4 905e |Gigabyte GTX690 and zotac Geforce GTX260 | 8GB
kavorka
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Posts: 1351
Joined: Sat Feb 04, 2012 6:40 am

Here is the release notes for 1.53:

Changes since version 1.52

Fixing incorrect bump rendering if transformed UV map was used.
Shifted the checker board by 0.5 along all 3 axis to avoid numerical problems with axis aligned planes going through the origin.
Fixed incorrect display of float inputs nodes when connected to multiple destination pins inside a graph.
Fixed precision problem if camera focal distance is set to a very low value.
Fixed broken camera aperture of the command line parameters.
Fixed crash when loading an Alembic file containing 2 point polygons.
Fixed crash in the geometry compiler when a mesh only contained degenerate primitives.
Fixed broken rendering of info channel kernel at high resolutions and with multiple GPUs.
Fixed edges of wire frame rendering when rendered without alpha channel.
Fixed rendering of objects inside scattering volumes when direct lighting is used in AO mode.
Removed parameter PROPS_RENDER_START.maxSamples and switched the parameter PROPS_RENDER_RESULT.samples to floating point numbers.
Added documentation for PROPS_IMAGE.
Fixed incorrect window focus when a script with UI is executed from the script editor on Linux.
Fixed flickering of the Standalone UI when a Lua script was loading a file.


Changes since version 1.53.1

Fixed error in octane.render.start affecting all animation render scripts.
Fixed crash bug if all polygons of a mesh node are degenerated.
Fixed incorrect values returned if a time past the end time is sampled.
Added octane.node.setArrayAnimator() and octane.node.setArrayAnimatorIx() to set animated array attributes.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
vimaxus
Licensed Customer
Posts: 62
Joined: Fri Jan 29, 2010 7:32 pm

I still have the reported problem that after a render is finished or stopped the cards use a lot of power (more than half).

I thought it was fixed but I can't seem to find the exact thread.

Was it addressed?
ephdot
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Posts: 51
Joined: Tue May 03, 2011 12:59 am
Location: NJ, USA

I have a fluid simulation that I initially tried to do as an alembic export, as the rest of the objects for the shot were rendered as such via movable proxies. When I tried to do the same for the fluid simulation layer, the imported scene contained all objects in the layer aside from the fluid simulation (domain object). After a few tries I gave up on alembic and decided to render via the plugin within blender. If I switch viewport to Rendered mode, I get the following:
FluidImage1.png
If I then tell it to render a frame, I see a few status messages regarding data being sent, refreshing server, etc. but the image never shows up. I've tried several times by changing render mode and no luck. I'm at a loss as to why rendered mode for viewport would work just fine and not an actual render. Any thoughts as to what I might be doing wrong?
AMD-1100T 6 core, GTX-590 & GTX-480 1.5GB, 16GB 1600MHz RAM, 1TB WD 6GB/s, Win7 64bit, Blender 2.68a for Octane 2.2, Octane 1.20, Blender/Octane Server 2.2
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grimm
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Joined: Wed Jan 27, 2010 8:11 pm
Location: Spokane, Washington, USA

You can't be in render mode in the viewport and do a full render at the same time. If you switch to another display mode in the viewport you should be able to do a full (F12) render. If not than something else is wrong.
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
ephdot
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Posts: 51
Joined: Tue May 03, 2011 12:59 am
Location: NJ, USA

grimm wrote:You can't be in render mode in the viewport and do a full render at the same time. If you switch to another display mode in the viewport you should be able to do a full (F12) render. If not than something else is wrong.
Good advice, but sadly that's not it. There's a crap-load of tri's so I figure I'm likely just overwhelming the system. But it just seems odd that the same doesn't happen when the viewport is in render mode.
AMD-1100T 6 core, GTX-590 & GTX-480 1.5GB, 16GB 1600MHz RAM, 1TB WD 6GB/s, Win7 64bit, Blender 2.68a for Octane 2.2, Octane 1.20, Blender/Octane Server 2.2
aufwind
Licensed Customer
Posts: 122
Joined: Sun Mar 31, 2013 4:47 pm

Bug: System Crash

While working with Blender 2.70 and Octane Server 1.53 - 4.9 Win 7 crashed with blue screen.
Problem with NVLDDMKM.SYS.

After Restarting Win7 wouldn't recognize my second Titan.

Starting any Render (even just a cube) transferring of mesh would take longer than normal.
The Samples would stay at one and Windows would crash again after a few seconds.

Updating to the latest Nvidia Drivers and the second Titan was recognized again.
Rendering again would crash Windows.

Reinstalling Blender and Octane Server didn't help.

After Activating Blender 2.68 everything would work fine again.

Switching again to Blender 2.70 and it works again so far.
Win7 | Gigabyte G1.Sniper 3 | I7 3770K | 2x Titan (Kepler) | 1x Titan X (Pascal)
MattRM
Licensed Customer
Posts: 199
Joined: Wed Jan 27, 2010 6:06 pm
Location: Luxembourg
Contact:

aufwind wrote:Bug: System Crash

While working with Blender 2.70 and Octane Server 1.53 - 4.9 Win 7 crashed with blue screen.
Problem with NVLDDMKM.SYS.

After Restarting Win7 wouldn't recognize my second Titan.

Starting any Render (even just a cube) transferring of mesh would take longer than normal.
The Samples would stay at one and Windows would crash again after a few seconds.

Updating to the latest Nvidia Drivers and the second Titan was recognized again.
Rendering again would crash Windows.

Reinstalling Blender and Octane Server didn't help.

After Activating Blender 2.68 everything would work fine again.

Switching again to Blender 2.70 and it works again so far.
Hi,

Me too, I encountered a long long objects update with a big latency of my win 7 x64 but no blue screen. At first I think it was my windows, but no problem with standalone. My big latency was on a plane and suzanna head... and big latency with no windows functions working, including task manager during 2 min.

Hope can help to solve th problem,

Matt
ps : same version as aufwind on dual GTX 670 4gb
MattRM
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Posts: 199
Joined: Wed Jan 27, 2010 6:06 pm
Location: Luxembourg
Contact:

Hi all,

I think the freeze problem, blue screen for others or low compute is not due by Octane render, or partially.
Here some videos showing different cases (dual screen, no sli, sli) and something really strange, my second card stay at 0 Gb of ram... same with Cycles from Blender... same result, only sli use the two cards in memory but the double as needed (no sli, one memory card use, 500 Mb, sli, two memory card use, 1025 Mb). I was no this problem before, no in Octane render, no in Cycles.

My driver is Geforce 335.23, and optimization was SLI component. So, two possibility, the one is the lasted build from Blender use the same CUDA version of the last Octane and maybe is the real problem. Also my windows 7 x64 is up to date no waiting updates, no driver proposed by the nvidia GeForce experience.

https://vimeo.com/96297007
https://vimeo.com/96297589
https://vimeo.com/96297592
https://vimeo.com/96297593

Hope it can help,

Matt
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