Are you talking about animation batch rendering ?We have been able to reproduce a similar issue with freezes while batch rendering. The issue should be solved in the next release.
OctaneRender™ Standalone 1.54
- blobbybarack

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I've just encountered the same problem.kavorka wrote:So far on two separate computers (with different hardware) with 2 different animations (both of which had no problems in 1.53) I have gotten Octane to become unresponsive. Sometimes its after a couple frames, sometimes after a couple hours or not at all.
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
The problem affects all Lua scripts usingkavorka wrote:I am using the render imported animation script, not batch render. Is it the same bug?
octane.render.start(). A change made in 1.54 (to fix another issue) can result in deadlocks. The new problem is fixed and we try to get a new build out as soon as possible next week.In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
New bug.
We just noticed that sometimes when we click stop render, it ends up taking the image you have now, and saving it over everything you already rendered and adds all the frames that weren't completed yet. Luckily we were just doing a test animation, but it replaced about 200 frames of animation.
We just noticed that sometimes when we click stop render, it ends up taking the image you have now, and saving it over everything you already rendered and adds all the frames that weren't completed yet. Luckily we were just doing a test animation, but it replaced about 200 frames of animation.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
Hmm, couldn't reproduce the issue here. When I click on "Stop render", it just stops rendering. What exactly do we have to do?kavorka wrote:New bug.
We just noticed that sometimes when we click stop render, it ends up taking the image you have now, and saving it over everything you already rendered and adds all the frames that weren't completed yet. Luckily we were just doing a test animation, but it replaced about 200 frames of animation.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
