It's on the to-do list.FrankPooleFloating wrote:Marcus, did you figure out yet if you guys will be able to put render priority back? Again, myself and others really, really like being able to render at low or medium and shave off 10-20° from max temps... Pretty please?
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.
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- FrankPooleFloating
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Thankee! 

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- Witwatersrand
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Hi Guys
Any news on bringing in FBX objects yet ?
any plans on using USD ?
Kind regards
Angus
Any news on bringing in FBX objects yet ?
any plans on using USD ?
Kind regards
Angus
Octane 2.03 : Mac Book Pro Retina, 16 Gig Ram, Nvidia 640m gfx, Octane 2.03. Dell T5500, 32 Gig Ram, Nvidia Quadro 4000
No news yet.Witwatersrand wrote:Any news on bringing in FBX objects yet ?
There are currently no plans for USD.any plans on using USD ?
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
mojave wrote:The baking system works as a special type of camera, in such a way that you can select the baking camera in your render target. That means that you may export your render output in the same way as you would do with a thin lens or panoramic camera.Notiusweb wrote: Mojave, what is the output of the baked mesh, as in what is the file that is created and how is it saved/exported? Is it like that picture of the render passes of the humanoid figure in the outline, as in a PNG file(s)?
Thanks, Notiusweb
In the provided example, you can see the beauty pass and a few render layers (AO, normals, etc.), which can be exported either as PNG or EXR (single or multilayer). It obviously depends on what you need to bake: as a way of example, you could bake all diffuse lighting on your scene using the corresponding pass and use the pre-calculated output on your RT engine.
Cheers.
Mojave,
A couple users currently have the issue where our PC will freeze when accessing baking cam. So for example, we'll have Scene A rendering fine on Thin Lens, then when we switch to Baking Cam on Scene A, we get freeze.
What may be some bullet point differences between V3 processing a thin lens render vs a baking cam render:
ie does it access more VRAM than a thin lens render, or is it doing something that draws more power from the GPU in some way, when compared to a thin lens render.
What is known about baking cam render as far as it possibly being a more compute hungry process compared to a thin lens render?
(FYI - I am assuming baking cam render by default is more compute hungry than a thin lens counterpart render, please correct me if I am wrong to assume this.)
Thanks for any info you can provide, it could help reveal workarounds preventing a breakdown.
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Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
I am assuming everyone is using 3.00 alpha 4 right?Notiusweb wrote: Mojave,
A couple users currently have the issue where our PC will freeze when accessing baking cam. So for example, we'll have Scene A rendering fine on Thin Lens, then when we switch to Baking Cam on Scene A, we get freeze.
What may be some bullet point differences between V3 processing a thin lens render vs a baking cam render:
ie does it access more VRAM than a thin lens render, or is it doing something that draws more power from the GPU in some way, when compared to a thin lens render.
What is known about baking cam render as far as it possibly being a more compute hungry process compared to a thin lens render?
(FYI - I am assuming baking cam render by default is more compute hungry than a thin lens counterpart render, please correct me if I am wrong to assume this.)
Thanks for any info you can provide, it could help reveal workarounds preventing a breakdown.
You are correct, there's more VRAM usage for the baking camera, we are going to reduce significantly the amount used in a next version, but will still be using some extra memory, which is used as acceleration structure for the UV geometry.
Also, in terms of computational complexity, the baking camera requires one extra step for calculating the individual camera ray directions before starting the actual pathtracing process so you got it right too.
It would also help if you guys could share any of the scenes that cause the freeze or some extra information, screenshots, etc.
Thank you.
The script needs a few minor changes because we moved the animation settings into a node on the render target. I'll have a quick lookff7darkcloud wrote: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.
--
Roeland