sikotik13 wrote:This is likely due to the issue I think I posted somewhere in this thread about the shader limit. If it's not around, I'll post the info I got from t_3, but I'm pretty sure it's here somewhere, so that thread of known issues might not be a bad idea. Basically, there's a limit (hardware limit), and the new features Octane has requires all of them to be loaded upon opening a scene/subset/whatever, even if they ultimately are not used, so when it gets more complex, it may or may not hit that limit, causing the load to fail. The issue is that because there are so many new things that apply to any given object/surface/material, it's a lot easier to hit this limit now, especially the more complex the scene is. Not sure of a valid workaround, as the way it was presented, it's how Octane API does things, so it's not really controllable by t_3.
Scenes are not THAT complicated (2*genesis and some walls), and as Lars said, if I keep trying they'll open fine one out of 10 times.
Also, on the occation that it loaded, I saved all the items into the same subset, and opening that is not a problem. I'm also getting crashes now on loading some of my earlier test scenes that I haven't touched since they worked perfectly fine. I just tried reinstalling DAZ+Octane and clearing out any temp files I could find. Now I can load the old scenes, but the new one is still not working.
The crashes happen also when I disable auto material creation, so it shouldn't even have loaded the shaders at that point.
As in the above posts I was using HDRI, so maybe that's the issue?