OctaneRender™ Standalone 3.00 alpha 4

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abstrax
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BorisGoreta wrote:I am getting this message on both render nodes occasionally. They had 8GB of RAM and then I upgraded them to 16GB RAM but still I get this message. Is this a memory leak ? Is 16 GB enough for 6GB GPU cards rendering 1080p only final render, no passes ? It surely is, the scene was less then 500 MB. Node is using 14GB so almost 16GB, tha tis why I get this message. Is this a memory leak ? How do I enable logging for the nodes ?
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The memory leak will be fixed with the next release. It's quite big.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Seekerfinder
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Joined: Tue Jan 04, 2011 11:34 am

abstrax wrote:
Seekerfinder wrote:
abstrax wrote:Do you know by any chance a way to control the bus speeds via software?
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.
Seeker
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.
More and more users are using riser configurations. It would be great if you guys could look into this issue further...
Thanks,
Seeker
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BorisGoreta
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Master computer with two nodes was rendering a sequence during night. When I got back progress bar for the current frame in the Octane preview window was stuck at some 75%. When I aborted the render I saw that one of the nodes was not recognized anymore so some time during the night this node possibly restarted itself and Octane lost connection to it but why did it stop rendering ? Why didn't it just continue with the GPUs in the master computer and the other node ?

Using Lightwave.
coilbook
Licensed Customer
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Joined: Mon Mar 24, 2014 2:27 pm

Please add faster diffuse kernel for animation. We use only AO because diffuse takes way longer to render and it creates a lot of noise. But little touch of color bleed on objects would make animations so much better! Thanks
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bepeg4d
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Hi coilbook,
have you tried with Path Tracing?
Now with GI Clamp, Path termination power and Coherent Ratio is much faster than DL Diffuse with better results ;)
ciao beppe
coilbook
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bepeg4d wrote:Hi coilbook,
have you tried with Path Tracing?
Now with GI Clamp, Path termination power and Coherent Ratio is much faster than DL Diffuse with better results ;)
ciao beppe
Hi No I have not. Thank you! I will definitely try it. What are the best setting for GI Clamp and path termination for animations?
coilbook
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BorisGoreta wrote:Master computer with two nodes was rendering a sequence during night. When I got back progress bar for the current frame in the Octane preview window was stuck at some 75%. When I aborted the render I saw that one of the nodes was not recognized anymore so some time during the night this node possibly restarted itself and Octane lost connection to it but why did it stop rendering ? Why didn't it just continue with the GPUs in the master computer and the other node ?

Using Lightwave.
I get same problem in 3ds max. We render a lot for animations. I wish octane would just auto restart and continue rendering
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bepeg4d
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Hi coilbook,
About the GI Clamp, it really depends by the scene, so is not easy to give exact values, and also depends on the personal taste and how much contrast do you need.
Try to reduce it starting from 100, then 10 and then slightly reduce it until you find your desire look.
Some users has experimented with very low values under 1, but you have to compensate with the camera imager settings because the contrast becomes very high.
The path termination power is different, reducing the default value of 0.3, it's useful for cleaning darker areas of the image generally not directly illuminated, while at 1 the rendering is much faster, very good in exteriors for example.
Both the values doesn't have a particular impact on animation quality, while the coherent ratio value, if the value is to high, could give you an unwanted flickering effect on animations. Reducing the value and activating the Static noise option should solve the flickering issue ;)
ciao beppe
ddf
Licensed Customer
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Joined: Tue Apr 01, 2014 4:50 am
Location: Russia

Hi! I've found an issue with Dirt texture. It doesn't seem to be working as emisson texture.
Anton
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ff7darkcloud
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Joined: Sun Mar 18, 2012 11:20 pm
Location: Fairfax, VA, USA

Also using 1x riser configuration for my 3 of my 4 cards, I am having problems too, should I use a 4x splitter from amfeltec?, Is it reliable?, still I hope this will get fixed.

Also If someone knows how to fix this Lua Script for use on Octane 3 I would greatly appreciate it.
viewtopic.php?f=73&t=41365

Thanks.
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