Render Hangs

Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

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hdace
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The characters have no subdivisions.

I’ve now tested the scene with IPR and it also hangs. The only displayed info is, “Updating scene in gpu’s.” This is different from F9/F10 insofar as it never makes it to the actual render stage.

As I say, there ought to be about 1300 MB still available.

I said earlier that the second one only uses 225 MB, but that was a mistake, it only uses 145 MB. When it is removed the memory report is 3677/1186 and the render is normal.

Thanks for looking into this!
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juanjgon
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Can you please test this new build of the 2.22 beta for LW 2015 x64? ... You only need to replace the .p plugin file.
https://www.dropbox.com/s/m7xh391r8l6xk ... x64.p?dl=0

Try to render your scene with F9. Now the plugin should be able to detect the rendering failure problems, close the preview window and show a error message like the attached one.

Also in the log file now you should get something like this at the end of the file if you have memory problems:

00:01:08 (0068.64) * OCTANE API MSG: CUDA error 2 on device 0: The API was unable to allocate enough memory to perform the requested operation.
00:01:08 (0068.64) * OCTANE API MSG: -> failed to allocated device memory
00:01:08 (0068.64) * OCTANE API MSG: device 0: failed to upload data texture 1 of context 0
00:01:08 (0068.64) |
00:01:08 (0068.64) | ++++++++++++++++++++++
00:01:08 (0068.64) | +++ RENDER FAILURE +++ processing the failure callback
00:01:08 (0068.64) | ++++++++++++++++++++++




With this build at least we should be able to know if the problem is related to the memory or if it is other issue.

-Juanjo
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hdace
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I hope I can try this in a few hours, but I can't right now because both computers are rendering different scenes on the Macintosh side. When one of them finishes an important task, I'll go ahead and reboot one of them into Windows and test this out. I should mention that I have tested this problem on the Windows side previously and the behavior was the same, so I am looking forward to testing this when it's convenient.

Having said that, if it's easy, I would prefer a Mac version. But if it's too time consuming, no problem, I'll proceed as I said above.
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juanjgon
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I can build the OSX without.problems, but tomorrow morning.
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hdace
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Terrific, thanks!
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hdace
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I did get around to testing it with the new build in Windows 8.1. First tried with both Titan Blacks, second tried with the non-display Titan Black, same failure both times. I read the bottom of both logs and I think they're the same, but I still can't see what's going wrong.

But definitely is an improvement to get a definite failure rather than an apparent hang.

Thanks!
octane-1.log
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octane-2.log
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juanjgon
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It is clear now. You don't have a memory issue, you have reached the maximum number of polygons that Octane 2 can render.

00:03:20 (0200.12) | <> Mem Used/Free/Total: 0 / 5929 / 6144
00:03:20 (0200.12) | <> Triangles/DisplaceTris/Hairs/Objects rendered: 19674315 / 45888 / 0 / 79128
00:03:20 (0200.12) | <> Textures RGB32/RGB64/GREY8/GREY16 used: 0 / 0 / 0 / 0


You have 19.674.315 polygon in this scene. Octane 2 can't render this amount of polygons at the same time in the scene, regardless of available GPU memory. This problem is going to be fixed in Octane 3, but now you are going to need to reduce a bit the geometry in the scene. Perhaps with 18 MPolygons the render could work without problems.

-Juanjo
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hdace
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Hooray! Good news. We didn't know about the poly limit. Now it'll be much easier to manage our scenes. If a complicated object will only be behind the camera, we'll either use a proxy object (for shadows and reflections) with a lower poly count, or if it has subdivisions, we'll just reduce the subpatch level down to 1 or 0.

Looking forward to Octane 3!
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atnreg
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Is this version 'safe' to use for all or is this special test version? :)
That error message instead of hanging would be great so if you don't recommend this version for all, I hope you will add this feature to next releases :)

I currently have no problems but with some complex scene something can happen so it would be nice to know where to start solving it.
And if you recommend this in general, is this Win8.1-'safe' (for my friend)?

Thanks again :)

Antti

juanjgon wrote:Can you please test this new build of the 2.22 beta for LW 2015 x64? ... You only need to replace the .p plugin file.
https://www.dropbox.com/s/m7xh391r8l6xk ... x64.p?dl=0

Try to render your scene with F9. Now the plugin should be able to detect the rendering failure problems, close the preview window and show a error message like the attached one.

Also in the log file now you should get something like this at the end of the file if you have memory problems:

00:01:08 (0068.64) * OCTANE API MSG: CUDA error 2 on device 0: The API was unable to allocate enough memory to perform the requested operation.
00:01:08 (0068.64) * OCTANE API MSG: -> failed to allocated device memory
00:01:08 (0068.64) * OCTANE API MSG: device 0: failed to upload data texture 1 of context 0
00:01:08 (0068.64) |
00:01:08 (0068.64) | ++++++++++++++++++++++
00:01:08 (0068.64) | +++ RENDER FAILURE +++ processing the failure callback
00:01:08 (0068.64) | ++++++++++++++++++++++




With this build at least we should be able to know if the problem is related to the memory or if it is other issue.

-Juanjo
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juanjgon
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atnreg wrote:Is this version 'safe' to use for all or is this special test version? :)
I am going to release a new version of the last beta this week with some other bugs fixed, but your custom build should work without problems.

-Juanjo
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