Thomas,
Here is the screenshot. 2.21.1 has not this issue.
OctaneRender™ Standalone 2.23.2
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CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
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System – Windows 11
My Behance portfolio, Blender plugin FB support group
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
I noticed that in distributed render mode gpus don't run at full speed, full throttle, there are continuous pauses on 18432x1536 or very large renders.
I think that this behavior can be changed caching more data before to send the image in the framebuffer.
regards
I think that this behavior can be changed caching more data before to send the image in the framebuffer.
regards
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
Yes, that's when the result is sent back to the master, which takes too much time and because of that, the GPU runs our of work. I'm not sure if we can do anything about it, but we will have a look. With version 3 I hope, we can solve the problem with the refactored film buffer.gabrielefx wrote:I noticed that in distributed render mode gpus don't run at full speed, full throttle, there are continuous pauses on 18432x1536 or very large renders.
I think that this behavior can be changed caching more data before to send the image in the framebuffer.
regards
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
Hi Abstrax,
is it possible to add stereoscopic convergence parameter?
With parallel camera 3d renders have no depth, the 3d effects is all in.
For panoramic renders it's ok to have parallel cameras but for 2d stereoscopic displays we need positive and negative parallax.
thank you.
is it possible to add stereoscopic convergence parameter?
With parallel camera 3d renders have no depth, the 3d effects is all in.
For panoramic renders it's ok to have parallel cameras but for 2d stereoscopic displays we need positive and negative parallax.
thank you.
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
What exactly do you mean? We have got two stereo modes in the thinlens camera: "Parallel" and "Off-axis". The latter one uses the target position as convergence point.gabrielefx wrote:Hi Abstrax,
is it possible to add stereoscopic convergence parameter?
With parallel camera 3d renders have no depth, the 3d effects is all in.
For panoramic renders it's ok to have parallel cameras but for 2d stereoscopic displays we need positive and negative parallax.
thank you.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
Hi Abstrax,
are months I'm asking for this feature.
Sometime I believe I'm blind and when I have read your answer I said...Off-axis??? Where is Off-axis parameter in 3ds Max???
Because I don't use Octane standalone (I do animations) I can't know what you mean for Off-axis.
I'd like to know why Karba or Jimstar don't analyze well Octane standalone.
Why they change the nomenclature?
For example eye distance is eye distance and not stereo distance, why change it?
Please call Jimstar and tell him to add the Off-axis parameter (and all the other missing that I don't know) into the Octane for 3ds Max plugin.
Thank you.
are months I'm asking for this feature.
Sometime I believe I'm blind and when I have read your answer I said...Off-axis??? Where is Off-axis parameter in 3ds Max???
Because I don't use Octane standalone (I do animations) I can't know what you mean for Off-axis.
I'd like to know why Karba or Jimstar don't analyze well Octane standalone.
Why they change the nomenclature?
For example eye distance is eye distance and not stereo distance, why change it?
Please call Jimstar and tell him to add the Off-axis parameter (and all the other missing that I don't know) into the Octane for 3ds Max plugin.
Thank you.
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quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
I just noticed that for the new batch render script there are 2 bugs.
1: The shutter value doesnt come in correctly, it is always at zero. If you change it and then close the script, it comes in as 0 again when everything else saves.
2: the "start frame number at" doesnt work. It always starts at 1
1: The shutter value doesnt come in correctly, it is always at zero. If you change it and then close the script, it comes in as 0 again when everything else saves.
2: the "start frame number at" doesnt work. It always starts at 1
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
- stratified
- Posts: 945
- Joined: Wed Aug 15, 2012 6:32 am
- Location: Auckland, New Zealand
Yep, confirmed those bugs - we shall fix them.kavorka wrote:I just noticed that for the new batch render script there are 2 bugs.
1: The shutter value doesnt come in correctly, it is always at zero. If you change it and then close the script, it comes in as 0 again when everything else saves.
2: the "start frame number at" doesnt work. It always starts at 1
thanks for the report!
edit: here is a fixed version - this version will ship in the next release cheers,
Thomas
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I think it's just an oversight in the 3ds max plugin. I won't tell, but ask Dmitry to add it to the plugingabrielefx wrote:Hi Abstrax,
are months I'm asking for this feature.
Sometime I believe I'm blind and when I have read your answer I said...Off-axis??? Where is Off-axis parameter in 3ds Max???
Because I don't use Octane standalone (I do animations) I can't know what you mean for Off-axis.
I'd like to know why Karba or Jimstar don't analyze well Octane standalone.
Why they change the nomenclature?
For example eye distance is eye distance and not stereo distance, why change it?
Please call Jimstar and tell him to add the Off-axis parameter (and all the other missing that I don't know) into the Octane for 3ds Max plugin.
Thank you.

In theory there is no difference between theory and practice. In practice there is. - Yogi Berra