Version 2.24.2-TEST6 - Test only

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aoktar
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Weezer wrote:
aoktar wrote:I suppose TRIANGLE LIMIT is around 19Millions. How did you rendered 22M? RENDER FAILURE and any CUDA errors is not related with plugin. So i cannot do anythings. You may export a standalone scene and send me to share with OTOY guys. But they cannot do anythings for TRIANGLE limits on 2.x.
This was the figure displayed in the LV as it was updating. For example, I have four SpeedTree objects (one tree duplicated three times) In C4D it says 6 million polys, but in the LV it says Tri:108.061m – I assumed this was the triangle count.

So is the limitation 19 million triangles (or polygons) in C4D?
I mean real geometries not virtual counts. If they are render instances, will not occupy any real geometry for instances. LV can display as 4x6M = 24M but real count is 6M.
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aoktar
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aggiechase37 wrote:So would you guys say that it's more or less stable than the official. It's not like that one is completely crash free. Or to put it another way, are the advantages worth it to use this as daily driver?
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milanm
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Mostly stable but with a few bugs I reported above.
Broken 'Time limit' option and Node Editor on OSX are dealbreakers for me.
I've been using mostly this version. There where a few crashes with geometry updating but I couldn't test more because i'm working on a huge project. Maybe I just ran out of VRAM.. hard to say.. huge scene.. 56k textures and OOC :)

Question:
Did anyone else have problems with artifacts and cracks in displacements with 2.24 core ?
I tried all tricks (scene scale, lower amount, subdiv. geometry.. etc.) nothing realy fixed the problem only reduced it.
2.24.2 Octane core bug maybe..

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Milan
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Weezer
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I think that has to depend on what you're doing. Once you have a scene setup, Octane seems to behave itself for the most part. My crashes usually come from changing lots of things during setup while the LV is running. Adding new objects, changing materials, messing with the Octane Scatter controls and so on. I've been stress-testing today with lots of high-geo models and it's been fine – although it doesn't like SpeedTtree models with certain maps for some reason (I had some instant fatal quits; am still investigating). Still, the ability to preview millions of polys being lit by GI in realtime, never ceases to amaze me.

I'm running a 2010 Mac Pro, 12-core 2.93GHz with my brand new GTX980Ti.
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Weezer
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Also, I am finding that the biggest bottleneck now is the preparation/mesh generation time. Is it possible for this to be multithreaded at some point to speed things up?
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aoktar
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milanm wrote:Mostly stable but with a few bugs I reported above.
Broken 'Time limit' option and Node Editor on OSX are dealbreakers for me.
I've been using mostly this version. There where a few crashes with geometry updating but I couldn't test more because i'm working on a huge project. Maybe I just ran out of VRAM.. hard to say.. huge scene.. 56k textures and OOC :)

Question:
Did anyone else have problems with artifacts and cracks in displacements with 2.24 core ?
I tried all tricks (scene scale, lower amount, subdiv. geometry.. etc.) nothing realy fixed the problem only reduced it.
2.24.2 Octane core bug maybe..

Regards
Milan
I think it's fixed and i'll drop a new test version.
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aoktar
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Weezer wrote:Also, I am finding that the biggest bottleneck now is the preparation/mesh generation time. Is it possible for this to be multithreaded at some point to speed things up?
I think you're on OSX? It's multi-threaded and OSX version is not working well with multi-threading as Windows version. It's slower %50 or more... This issue has been reported.
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Weezer
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Ah, well that's interesting news. If it can be speeded up, that'll be awesome. The plugin is great, thank you Aoktar.
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Yambo
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Feels stable to me, all my project running smooth with this version & R17, except some render failed i will try to reproduce.
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aggiechase37
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Sounds like you guys feel like it's daily driver stable for the most part. I'll give it a whirl on next project. It's not like the official is completely crash free (or anything else for that matter.)

Aoktar great work as always. I hope I speak for all of us when I say thank you. Your work helps make our work look like we know what we're doing:)
Chase

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