YEEEEEEEEHAAAAAAWWW!!!!You've found a bug - if you set some emission on a volume with 1 grid, then it should have some proper emission. In this case there is none, even with scattering. This seems to only apply to volumes which have a single grid. I'll get it fixed, thanks for checking it out!
OctaneRender™ Standalone 3.00 alpha 4
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Hi Abstrax,augdalmo wrote:Hi Abstrax,
I have installed some weeks ago the Photoshop plugin OR Compositing. Every few days Creative Cluod warns me of a new version to install, but on the last two days I was solicited many times in a day even if I confirm the installation and it was successfully installed.
Do you have released so much updates on so few days and lately on few hours?
Manu
no answer for my question? today I have received three upgrade of plugin from Creative cloud, all successfully installed, why so frequent update on few hours?
Manu
hi augdalmo,
there is already an answer for you from mojave in the secon page of this thread:
viewtopic.php?f=33&t=52332&start=10#p262811
ciao beppe
there is already an answer for you from mojave in the secon page of this thread:
viewtopic.php?f=33&t=52332&start=10#p262811
ciao beppe
Marcus, just want to report on subject of PCI 1x / Baking Cam, I was running a render on Daz Studio plugin with a very high 'something' (I think displacement?), as there was a higher than normal hair definition of some sort that makes the render run much slower, and this presented the same freezing at higher resolutions. I could get through at low, but after 720p I was getting crashes. Also, when I ran, as alternate, only with my primary GPU Titan X (16x from motherboard), I was not getting any crashes. It was too similar to the baking cam experience, so I figure I'd bring it up. It may not be 'baking camera' per-say that is an issue, it may be a greater issue involving GPUs at PCI speed 1x with higher resolutions, kind of like the lag thing.
And here is the obligatory note, I am sure you guessed it already...it did not occur when rendered through the Version 2.x of plugin.
Here is image with hair texture that made V3 stop in its tracks with multi GPU at PCI 1x:
Thx
And here is the obligatory note, I am sure you guessed it already...it did not occur when rendered through the Version 2.x of plugin.
Here is image with hair texture that made V3 stop in its tracks with multi GPU at PCI 1x:
Thx
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Unfortunately, I didn't have time to look into the issue further yet. It would be a big help, if you could send me an example scene (preferably exported as .orbx package) that causes these issues on your hardware. I will then try to set up my system to run through a 1x PCIe bus when I have got time.Notiusweb wrote:Marcus, just want to report on subject of PCI 1x / Baking Cam, I was running a render on Daz Studio plugin with a very high 'something' (I think displacement?), as there was a higher than normal hair definition of some sort that makes the render run much slower, and this presented the same freezing at higher resolutions. I could get through at low, but after 720p I was getting crashes. Also, when I ran, as alternate, only with my primary GPU Titan X (16x from motherboard), I was not getting any crashes. It was too similar to the baking cam experience, so I figure I'd bring it up. It may not be 'baking camera' per-say that is an issue, it may be a greater issue involving GPUs at PCI speed 1x with higher resolutions, kind of like the lag thing.
And here is the obligatory note, I am sure you guessed it already...it did not occur when rendered through the Version 2.x of plugin.
Here is image with hair texture that made V3 stop in its tracks with multi GPU at PCI 1x:
Thx
Do you know by any chance a way to control the bus speeds via software?
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Hi Marcus,Postby abstrax » Thu Feb 04, 2016 7:39 pm
Unfortunately, I didn't have time to look into the issue further yet. It would be a big help, if you could send me an example scene (preferably exported as .orbx package) that causes these issues on your hardware. I will then try to set up my system to run through a 1x PCIe bus when I have got time.
Do you know by any chance a way to control the bus speeds via software?
I did some more testing and can confirm that only 1 GPU core is required to produce the freeze. And, it also appears that some scenes 'provoke' the crash faster than others. My red car scene, for some reason, is a bad one, it freezes the PC in a matter of seconds when camera baking at 3840 x 2160 res. (I reproduced it 10+ times, I was trying min and max tiles and parallel samples, also comparing my Titan Zs on Amfeltec expansion cluster vs single USB riser (both 1X)...didn't matter, always froze) So I would send you my favorite Red Car file.
As far as replicating a 1x connection through software, I have no idea. However, I have a different idea...I volunteer to send in to you 1 or 2 USB 3.0 risers (PCI 16x to 1x), they are only $10-$20 US, sold on Amazon, for example, through 3rd party sellers. If anyone with OTOY could advise me via a PM, I would be happy to send in your way (I would buy and have them deliver to a provided address). I think this way it could be truly replicated at 1x, if you could hook up a 2nd GPU on the riser. You typically can't boot off of them, so you would need more than 1 GPU...1 to boot and act as viewport, and 1 to render, at the 1X speed. Anyway, let me know. At least 3 users (me, tomabobu, and itou31) are interested in seeing the stable multi-GPU functionality for PCI 1X of V2 migrate to V3. Thx!
Last edited by Notiusweb on Fri Feb 05, 2016 1:30 pm, edited 1 time in total.
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
- Seekerfinder
- Posts: 1600
- Joined: Tue Jan 04, 2011 11:34 am
Is it a bus speed issue? The bus-speed is influenced by many factors. Is it not rather an I/O time-out issue that could be handled by the cuda code on the Octane side...? It seems to be more of a problem in 3 than in previous versions.abstrax wrote:Do you know by any chance a way to control the bus speeds via software?
Seeker
Win 8(64) | P9X79-E WS | i7-3930K | 32GB | GTX Titan & GTX 780Ti | SketchUP | Revit | Beta tester for Revit & Sketchup plugins for Octane
- BorisGoreta
- Posts: 1413
- Joined: Fri Dec 07, 2012 6:45 pm
- Contact:
Compilation of the scene is not very multi threaded. I am seeing 3,7% - 25% CPU usage while compiling where the most of the time is around 3,7 %.
This is in standalone.
In LW plugin it loads the mesh then compiles it, then loads the second mesh, then it compiles the second mesh.
Why wouldn't it load all meshes and assign 1 or 2 cores for compilation of each mesh and then hopefully we would see near 100% CPU usage.
Is compilation of different meshes interdependent ?
I have dual Xeon E5-2687W with 16 physical cores.
This is in standalone.
In LW plugin it loads the mesh then compiles it, then loads the second mesh, then it compiles the second mesh.
Why wouldn't it load all meshes and assign 1 or 2 cores for compilation of each mesh and then hopefully we would see near 100% CPU usage.
Is compilation of different meshes interdependent ?
I have dual Xeon E5-2687W with 16 physical cores.
19 x NVIDIA GTX http://www.borisgoreta.com
It shouldn't but who knows... My guess it's more likely a driver problem, but it could be a timing issue in Octane that only occurs in certain configurations.Seekerfinder wrote:Is it a bus speed issue? The bus-speed is influenced by many factors. Is it not rather an I/O time-out issue that could be handled by the cuda code on the Octane side...? It seems to be more of a problem in 3 than in previous versions.abstrax wrote:Do you know by any chance a way to control the bus speeds via software?
Seeker
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Meshes are compiled multi-threaded, but there are various factors that may prohibit a good parallelization. Especially on OSX and Linux. We are currently looking into it.BorisGoreta wrote:Compilation of the scene is not very multi threaded. I am seeing 3,7% - 25% CPU usage while compiling where the most of the time is around 3,7 %.
This is in standalone.
In LW plugin it loads the mesh then compiles it, then loads the second mesh, then it compiles the second mesh.
Why wouldn't it load all meshes and assign 1 or 2 cores for compilation of each mesh and then hopefully we would see near 100% CPU usage.
Is compilation of different meshes interdependent ?
I have dual Xeon E5-2687W with 16 physical cores.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra