OctaneRender™ Standalone 3.00 alpha 3

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Rikk The Gaijin
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abstrax wrote: 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.
I tried again and waited a little bit more, but the memory keeps raising, and the PC becomes unusable, even the mouse freezes sometimes...
I sent you a PM with the link.
Attachments
memory.jpg
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abstrax
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Rikk The Gaijin wrote:
abstrax wrote: 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.
I tried again and waited a little bit more, but the memory keeps raising, and the PC becomes unusable, even the mouse freezes sometimes...
I sent you a PM with the link.
Thanks a lot for the scene. I just tried it here and Octane very quickly runs out of memory on my box. I've got 32GB installed and I stopped the compilation as soon as Octane hit the 28GB mark... So I don't know memory you would need for this thing.

We are currently looking into the geometry compilation anyway, but I'm not sure how much we can do about it.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Zay
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The upgrade to OpenSubDiv v3 has fixed many issues with 3D models. And a little side effect is that it is faster to load than the old one :D
Thanks!!
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Rikk The Gaijin
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abstrax wrote:
Rikk The Gaijin wrote:
abstrax wrote: Thanks a lot for the scene. I just tried it here and Octane very quickly runs out of memory on my box. I've got 32GB installed and I stopped the compilation as soon as Octane hit the 28GB mark... So I don't know memory you would need for this thing.

We are currently looking into the geometry compilation anyway, but I'm not sure how much we can do about it.
Well, obviously that scene was just to test out the new feature, it would be stupid to load an object like that, even for production renders. That's why Displacement is very important. 8-)
But as general suggestion, you cannot promote something called unlimited polygons if the software cannot load extremely heavy objects, it will be false advertisement. Just my two cents. ;)
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abstrax
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Rikk The Gaijin wrote: Well, obviously that scene was just to test out the new feature, it would be stupid to load an object like that, even for production renders. That's why Displacement is very important. 8-)
But as general suggestion, you cannot promote something called unlimited polygons if the software cannot load extremely heavy objects, it will be false advertisement. Just my two cents. ;)
Yes, that's why I 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.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Notiusweb
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Okay, but the big question still is are we getting the JPEG option...
I know it's only of 'medium' level concern with a low 'volume' of users asking...<br />Get it ?!!!..
I know it's only of 'medium' level concern with a low 'volume' of users asking...
Get it ?!!!..
Seriously having too much fun with this...<br />thanks again for letting us trial V3 :)
Seriously having too much fun with this...
thanks again for letting us trial V3 :)
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smicha
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Marcus,

The new sub div system works like a charm.

I need one easily accessible feature - sub. div. level pin. Could you add a pin for this, e.g., in the object layer pin or anything else on the obj node. Or at least a global button in a toolbar to turn on/off all sub divs. Same for displacement - global on/off button would be so helpful.

Another question - is the early reported bump over normal on a to-do list?

What could be a reason for inverted normals for any geometry with a displacement map applied (from zbrush if it helps)?

And the last question - will we have detachable render viewport in 3 for multiple monitors?
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build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
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smicha
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A small bug - when 'O' for picking mode is used to selected any geometry that has an active object layer pin, all settings for obj are gone (only the object layer is shown) - see the screenshot. I have to manually select an obj node from the node graph to access geometry settings.
Attachments
ol.jpg
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
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linvanchene
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update / edit:

obsolete question removed
Last edited by linvanchene on Wed Jan 13, 2016 9:38 pm, edited 2 times in total.
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Techie
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Very nice release!

I'd prefer if you keep the render priority option because I do notice a bit of UI lag while rendering volumes with a low step length, especially in 3D viewports in other apps.
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