OctaneRender™ Standalone 3.00 alpha 3

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Rikk The Gaijin
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Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

abstrax wrote: [*] Added support for large amounts of geometry, i.e. you can render now scenes with more than 19.6 million triangles. Please be aware though that it still needs to fit into GPU memory.
I'm gonna refer to my previous post here viewtopic.php?p=259683#p259683 in which I haven't had any reply from you guys, let's see if I get one this time.
  • I tried once more to load my 43 million polygon mesh. This time Octane didn't crash, but after 25 minutes of waiting, the rendering didn't start, and since the entire system was half-frozen, I had no choice but to kill the process in the task manager. :cry: I have a 6GB GPU, it should fit in memory, right?
  • If I try to use the Baking Camera on a mesh with displacement applied, it still renders out a black texture. :x
  • The AO Info Pass still has a sample limit of 1024. :cry:
  • The Tangent Normal Info pass still outputs a flat RGB 128,128,256 color, which makes no sense. :(
Can I have some answers?

Image
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abstrax
OctaneRender Team
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Location: Auckland, New Zealand

Rikk The Gaijin wrote:
abstrax wrote: [*] Added support for large amounts of geometry, i.e. you can render now scenes with more than 19.6 million triangles. Please be aware though that it still needs to fit into GPU memory.
I'm gonna refer to my previous post here viewtopic.php?p=259683#p259683 in which I haven't had any reply from you guys, let's see if I get one this time.
  • I tried once more to load my 43 million polygon mesh. This time Octane didn't crash, but after 25 minutes of waiting, the rendering didn't start, and since the entire system was half-frozen, I had no choice but to kill the process in the task manager. :cry: I have a 6GB GPU, it should fit in memory, right?
  • If I try to use the Baking Camera on a mesh with displacement applied, it still renders out a black texture. :x
  • The AO Info Pass still has a sample limit of 1024. :cry:
  • The Tangent Normal Info pass still outputs a flat RGB 128,128,256 color, which makes no sense. :(
Can I have some answers?
Did you check if you run out of system memory?

Displacement triangles are different than normal triangles and therefor not supported by the baking camera yet. Arturo is working on it, but we don't know when it will be implemented yet.

We can increase the value range of the max samples of info passes. Out of curiosity: Can you show me an image where 1024 is not enough?

The tangent normal is the normal in tangent space and is only then different to (0.5, 0.5, 1) if it is perturbed by a bump or normal map. It's meant to be used to bake normal maps.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Rikk The Gaijin
Licensed Customer
Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

abstrax wrote: Did you check if you run out of system memory?
In the task manager, Octane was registering up to 8 GB of system memory when I killed it, but I have 32 GB, so should be ok, right?
abstrax wrote: The tangent normal is the normal in tangent space and is only then different to (0.5, 0.5, 1) if it is perturbed by a bump or normal map. It's meant to be used to bake normal maps.
Ahh, of course. I got confused because usually I bake an high-poly mesh over a low-poly one.
abstrax wrote: We can increase the value range of the max samples of info passes. Out of curiosity: Can you show me an image where 1024 is not enough?
Check the attachment.
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noise.jpg
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Notiusweb
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Joined: Mon Nov 10, 2014 4:51 am

Would it be possible to throw in an export to JPEG option, it would be really nifty to not have to afterwards merge a PNG with a background image in Photoshop and then save as a JPEG if wanted.
You know, if you add a background image in the standalone (while in rendering) and save the file, it is still there the next time you open (very nifty, very handy to have this).
But not having the option to just export that out in one shot is a workflow pain.
The option would be nice...
The option would be nice...
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mojave
OctaneRender Team
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Rikk The Gaijin wrote:
abstrax wrote: Did you check if you run out of system memory?
In the task manager, Octane was registering up to 8 GB of system memory when I killed it, but I have 32 GB, so should be ok, right?
abstrax wrote: The tangent normal is the normal in tangent space and is only then different to (0.5, 0.5, 1) if it is perturbed by a bump or normal map. It's meant to be used to bake normal maps.
Ahh, of course. I got confused because usually I bake an high-poly mesh over a low-poly one.
abstrax wrote: We can increase the value range of the max samples of info passes. Out of curiosity: Can you show me an image where 1024 is not enough?
Check the attachment.
If this is happening just when using the baking camera might be related to another issue with noise that we recently solved. We can take a look at it if that's the case.

Thank you.
rashadcarter
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Posts: 71
Joined: Thu Sep 11, 2014 1:16 am

mojave wrote:
Rikk The Gaijin wrote:
abstrax wrote: Did you check if you run out of system memory?
In the task manager, Octane was registering up to 8 GB of system memory when I killed it, but I have 32 GB, so should be ok, right?
abstrax wrote: The tangent normal is the normal in tangent space and is only then different to (0.5, 0.5, 1) if it is perturbed by a bump or normal map. It's meant to be used to bake normal maps.
Ahh, of course. I got confused because usually I bake an high-poly mesh over a low-poly one.
abstrax wrote: We can increase the value range of the max samples of info passes. Out of curiosity: Can you show me an image where 1024 is not enough?
Check the attachment.
If this is happening just when using the baking camera might be related to another issue with noise that we recently solved. We can take a look at it if that's the case.

Thank you.
By system memory in this case he means Vram memory of your graphics card. Do you have enough vram to load a file with that many polygons into it? A mesh with that many polys could easily exceed 4gb, maybe even higher.
rashadcarter
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Posts: 71
Joined: Thu Sep 11, 2014 1:16 am

There was some mention of an improved bump handling at the shadow terminator, resulting in less obvious hard edges shadows when working with bump and normals mapping. Was that new feature yet implemented? IT seems like this feature, along with round edges are really essential to making surfaces appear fully real and not low poly even though they many be. The shadow terminator is a major issue in many CG packages...easily one of he biggest CG giveaways. I'm not certain I see any progress, but I could well be missing it. Thanks for your feedback.

I love Octane. IT has made 3d fun for me again. thanks so much and please do take my money... now, with version 3. Your hard work is far from unnoticed.
cfrank78
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Posts: 328
Joined: Sat Nov 17, 2012 11:44 pm

My provider felt out for 42 minutes and i had no chance to connect to octane. I got the message: Connecting to octane live failed. It was in the standalone and in the plugin and yes of course it was activated before. i went back to 2.24.2 and everything worked.

Does this mean that from now on you have to be allways online when you wanna use octane? That would be an absolute no go for me!
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abstrax
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cfrank78 wrote:My provider felt out for 42 minutes and i had no chance to connect to octane. I got the message: Connecting to octane live failed. It was in the standalone and in the plugin and yes of course it was activated before. i went back to 2.24.2 and everything worked.

Does this mean that from now on you have to be allways online when you wanna use octane? That would be an absolute no go for me!
Only alpha and beta versions.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
OctaneRender Team
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Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Rikk The Gaijin wrote:
abstrax wrote: Did you check if you run out of system memory?
In the task manager, Octane was registering up to 8 GB of system memory when I killed it, but I have 32 GB, so should be ok, right?
Only 8GB for more than 40million triangles sounds too little, but I guess there is a bug somewhere in the geometry compilation. Could you send me the scene? Thank you.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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