OctaneRender™ Standalone 3.00 alpha 4

A forum where development builds are posted for testing by the community.
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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.
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coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

prehabitat wrote:
coilbook wrote:Sorry if I am bugging again but I got no answer before..

Will we see motion blur for liquids with changing topology? Why can vray, i-ray, etc etc have it and we cannot have it?

How can professionals use Octane if they cannot have motion blur for liquids

Thank you!
Just out of interest, whats some typical uses for motion blur liquids?
For animation. Like water spray during car wash, waterfall etc to blur out water
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grimm
Licensed Customer
Posts: 1332
Joined: Wed Jan 27, 2010 8:11 pm
Location: Spokane, Washington, USA

coilbook wrote:Sorry if I am bugging again but I got no answer before..

Will we see motion blur for liquids with changing topology? Why can vray, i-ray, etc etc have it and we cannot have it?

How can professionals use Octane if they cannot have motion blur for liquids

Thank you!
I thought that version 2 of Octane already supported deformation blur? Unless I'm not understanding the issue?

Jason
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
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juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

coilbook wrote:Sorry if I am bugging again but I got no answer before..

Will we see motion blur for liquids with changing topology? Why can vray, i-ray, etc etc have it and we cannot have it?

How can professionals use Octane if they cannot have motion blur for liquids
Some plugins that work in host applications that support motion vectors, like the Houdini plugin, can render liquids in Octane with motion blur without problems.
https://vimeo.com/121487021

-Juanjo
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

juanjgon wrote:
coilbook wrote:Sorry if I am bugging again but I got no answer before..

Will we see motion blur for liquids with changing topology? Why can vray, i-ray, etc etc have it and we cannot have it?

How can professionals use Octane if they cannot have motion blur for liquids
Some plugins that work in host applications that support motion vectors, like the Houdini plugin, can render liquids in Octane with motion blur without problems.
https://vimeo.com/121487021

-Juanjo
Thank you
So it is 3ds max that does not have this feature
ldyboss
Licensed Customer
Posts: 3
Joined: Tue Dec 29, 2015 6:33 am

hi octanerender3.0 is not corrected in C4D Morgph Color shader with emission channal.(C4D R17) !!

but 2.X Octane plugin in C4D R16 is right! what it happened???
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Notiusweb
Licensed Customer
Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

Marcus, I wanted to update you that I now have 2 users - Boris and TomGlimpse (both Windows) who have successfully rendered my cam baking red car scene that was crashing at a res of 3840x2160 without freezing or crashing, using PCI 1x connections. (I had sent you an ORBX, however I sent Boris and Tom G an OCS, which was why Boris hadn't gotten an image, so I sent ORBX to both when Tom G informed me that the OCS wouldn't work).

Can you think, in your experience, of any troubleshooting us crashers can do to expose what may be a culprit when using V3?
I for example, tried different recent GEForce drivers (including most recent) with no success (all same result).
Thanks!
Notiusweb

UPDATE:
I tried with no success:
-running PCI lanes at Gen 1, 2, and 3 speeds (changed in Bios)
-rolled back BIOS
-rolled back NVidia drivers, including as far as initial release CUDA 7
-swapped out RAM sticks
-unhooked USB 3.0 riser 1x cards and only used Amfeltes expansion cluster
-disabled Internet and anti virus

So strange, sometimes crash occurs after render is completed. Most of time it gets caught during the little pauses occuring between the render sample points/steps, like when it goes from 0-100, then pauses then goes from 101 to 200.

Wondering also if some other Windows driver is mucking it up, something that never communicated with v2 but communicates with v3. Like us Crashers have a conflicting version while no crashes have an older or newer one that is non-conflicting.
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
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DominionXX
Licensed Customer
Posts: 14
Joined: Sun Jun 28, 2015 7:17 am

bepeg4d wrote: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
I am also having this issue... the Photoshop exchange plugin keeps telling me that an update has taken place.. when I already have the correct version.
The post on page two, explains that we should tell you if this still happens with a fresh install of Windows and Photoshop. I can verify that it does still happen. I have talked to Adobe at great length, and they can not find any fault on their end. The asked us to talk to you the plugin creator.

Can you please help us with this issue?

Best Regards,

Todd Manus
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mojave
OctaneRender Team
Posts: 1338
Joined: Sun Feb 08, 2015 10:35 pm

DominionXX wrote:I am also having this issue... the Photoshop exchange plugin keeps telling me that an update has taken place.. when I already have the correct version.
The post on page two, explains that we should tell you if this still happens with a fresh install of Windows and Photoshop. I can verify that it does still happen. I have talked to Adobe at great length, and they can not find any fault on their end. The asked us to talk to you the plugin creator.

Can you please help us with this issue?

Best Regards,

Todd Manus
Hi Todd, could you point me to the Adobe contact you've talked already about this to follow up with this matter?

Thank you.
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abstrax
OctaneRender Team
Posts: 5509
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

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.
When the network connection dies the samples of the slave will be redistributed. The same happens when a slave deadlocks and the deadlock is detected by the daemon. But if the slave just hangs without a deadlock, the master will wait for the slave forever. The ideal solution would be to detect these cases and restart the slave. Until the introduction of the new film buffers this wasn't possible, but now we can do something about it. It's definitely on my to-do list.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
OctaneRender Team
Posts: 5509
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

BorisGoreta wrote:About that change with 3.0 where now all GPU results are first added and then tone mapped :

I have a lot of hot pixels now when I load scenes done in Octane 2.0.
Now the way it was before where GPU results were first tone mapped and then added together was a very efficient way of getting rid of hit pixels when using multuple GPUs. How pixels are a big problem with GPU renderers and I am not happy about this change. I know there are other benefits for this but still.

Is there a way to have some clamp feature for each GPU before they add up like highlight compensation works on the final image so in effect we would have the same benefit we had before regarding hot pixels ?
Well, there is the GI clamp, which helps with low-probability, high-gain paths, but the scene you posted a while ago didn't produce hot pixels due to those paths, but due to reflections of the sun on the floor. In other words: Your scene is broken, but you never noticed it since the way how tone mapping was done was hiding it. If you would save the result as untonemapped, linear image you would see the same issues in v2, too.

In a nutshell: You either need to fix the scene or render it in v2.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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