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DigitalOven
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to be clear for everyone ... when I was saying "freezes" during rendering, C4D is not crashing, the render more "stalls" at the second frame with output "image 1 doesn't match image 0 for render pass 'Beauty'" in Octane Log ... but I can quit the PV and C4D is fine ... is that similar to what you were seeing @rodross?

@aoktar: if we do not have a crash (hence no bugreport) , I assume sending along the C4D console output helps ... or at least the output of the Octane Log, correct?

@zoppo: FYI, I removed all plugins including Topcoat and still have my bug so it was not Topcoat related (gotta love PluginBoss)
C4D R17 | OSX Mavericks | GTX 780 6GB | Mac Pro 4,1|GTX 780 6GB + GTX 680 4GB on Windows 7 box for slave|
DinoMuhic
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aoktar wrote:
aggiechase37 wrote:
DinoMuhic wrote:I think I found a bug: It's not possible to drag and drop multiple materials into the node graph anymore. Or drag a second material into a graph where already a material is, so you can connect them together. This definately worked in the latest stable build.

Using R17.048 on Win10 Pro with a GTX780.
So now all of a sudden it's acting good and I can't get it to crash. If it happens again I'll do bug report and scene file.

As a general question though, are there limitations about rendering hair that we should try to stay under? Hair count max? Length max/min? Anything like that?

Thanks.
Octane always have some limits on geometries, etc.. due VRAM and geometry limit. Sorry that's not meanful for me. Plugin doesn't act randomly. Maybe somethings are different due your usage, plugins, drivers, etc... If you create millions hair and make critisms about freeze, etc... that's not issue about plugin. Also plese always try to put a bugreport, scenes, etc... as i described in first page.
Hey Aoktar,

I don't know why aggiechase37 quoted my bug finding in his response. I think he meant to quote another post than mine.

Concerning the bug I found, reproduction is quite easy, no need for a file:

- Create 2 Octane Materials in the C4D Material window
- Open Node graph, the currently activated Material will be shown there
- Now try to drag the other material into the node graph window so it is placed next to the already existing material -> it doesnt work, it only shows ONE of the material, but cant show you both at the same time. Major hinderance. No way to connect those material so you can use same nodes on them.
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aoktar
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DinoMuhic wrote: - Create 2 Octane Materials in the C4D Material window
- Open Node graph, the currently activated Material will be shown there
- Now try to drag the other material into the node graph window so it is placed next to the already existing material -> it doesnt work, it only shows ONE of the material, but cant show you both at the same time. Major hinderance. No way to connect those material so you can use same nodes on them.
fixed.
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fuchsundvogel
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aoktar wrote:
DinoMuhic wrote: - Create 2 Octane Materials in the C4D Material window
- Open Node graph, the currently activated Material will be shown there
- Now try to drag the other material into the node graph window so it is placed next to the already existing material -> it doesnt work, it only shows ONE of the material, but cant show you both at the same time. Major hinderance. No way to connect those material so you can use same nodes on them.
fixed.
when i connect two materials with the same imagenode the preview of the second material is always white, also when i force rerendering of the shaderball
01.PNG
02.PNG
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test_mix.zip
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valters
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valters wrote:Not sure if that is correct but opening Live Viewer makes GPUs (selected in Octane settings) fully loaded. Is that is ok for initial state of LV (without scene loaded..without rendering)?
If to press immediately [R] Button (Stop and Reset Render Data), then it's not using GPU.
Would be nice to fix this small issue.
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Silverwing
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Hi there Ahmet,
I don´t know if it has been reported yet. If it has I apologize...

If I use octane on my Win 10 64bit system running C4D R17:
It won´t show up when I use the c4dOctane-R17.cdl64 file.
If I use the c4dOctane-R16.cdl64 everything works OK

Its the same for the new alpha built.

Thanks for your hard work. Keep it up.

Cheers,
Raphael
WIN 10 PRO 64 | ASUS X99-E WS | 3 X GTX 1080Ti | i7 5960X 8X 3,33GHz | 64GB RAM
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aoktar
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valters wrote:
valters wrote:Not sure if that is correct but opening Live Viewer makes GPUs (selected in Octane settings) fully loaded. Is that is ok for initial state of LV (without scene loaded..without rendering)?
If to press immediately [R] Button (Stop and Reset Render Data), then it's not using GPU.
Would be nice to fix this small issue.
It's not a small change for me. Sorry I'll will not change anythings for this. Every small effort causes bigger problems.
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aoktar
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Raphael can you please update to 17.048. Update seems as a requirement for this release.
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abstrax
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DigitalOven wrote:to be clear for everyone ... when I was saying "freezes" during rendering, C4D is not crashing, the render more "stalls" at the second frame with output "image 1 doesn't match image 0 for render pass 'Beauty'" in Octane Log ... but I can quit the PV and C4D is fine ... is that similar to what you were seeing @rodross?

@aoktar: if we do not have a crash (hence no bugreport) , I assume sending along the C4D console output helps ... or at least the output of the Octane Log, correct?

@zoppo: FYI, I removed all plugins including Topcoat and still have my bug so it was not Topcoat related (gotta love PluginBoss)
I think I found the problem: In some circumstances, the plugin decides to switch on sub-sampling (which may be a bug in the plugin, but I'm not sure). When that happens and HDR tone-mapping is enabled and the maximum samples is small enough, that rendering one frame will require only one tonemap operation, your issue occurs, because the slaves will send back an incorrect tonemap result.

We will release an update of the stable version with a fix for this issue as well as a whole bunch of other fixes very soon.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
DigitalOven
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Great to hear @abstrax.

Just as an FYI, the test file I sent had samples set to 97 just to make it a very fast test.

The file I was rendering which had the same problem was set to 3500 samples and took around 5 minutes/frame on my 3 GPU setup (1 master, 2 slave) ... you mentioned small maximum samples and not sure if this information fits as well but happy to test the new version when it's released.

Thanks!
C4D R17 | OSX Mavericks | GTX 780 6GB | Mac Pro 4,1|GTX 780 6GB + GTX 680 4GB on Windows 7 box for slave|
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