Maybe you spoke about GTX460??...ther's GTX 260 have 2gb??radiance wrote:the new GTX260 with 2GB is cheap and can do a pretty neat render at large resolution.
Radiance
6000x6000px render test with new 2.3 res limit (8192x8192)
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Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the top left corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
SORRY, MY ENGLISH IS BAD!
2 Xeon quad core E5440_8gb Ram_Nvidia GeForce 2GTX 780ti 3Gb/Nvidia Quadro K2000_Win10 64bit_Octane 3.02_Rhinoceros3D
2 Xeon quad core E5440_8gb Ram_Nvidia GeForce 2GTX 780ti 3Gb/Nvidia Quadro K2000_Win10 64bit_Octane 3.02_Rhinoceros3D
- SurfingAlien
- Posts: 355
- Joined: Thu Jan 21, 2010 12:05 am
- Location: Italy
there was a 1.8Gb GTX260 but Radiance is talking about the new GTX460 2Gb for sure
MacBookPro unibody 2x2.4GHz | 4Gb | 9400M+9600GT 256Mb | OSX 10.6.8
i7 2600-K @3.4GHz | 8Gb | GTX560Ti 2Gb | Windows7x64 | Octane 1.0 b2.52
i7 2600-K @3.4GHz | 8Gb | GTX560Ti 2Gb | Windows7x64 | Octane 1.0 b2.52
- thedreamers
- Posts: 23
- Joined: Thu May 20, 2010 9:01 am
i think that card will work great with octane...a lot of memory (more than 480) and still 336 cuda cores on itSurfingAlien wrote:there was a 1.8Gb GTX260 but Radiance is talking about the new GTX460 2Gb for sure

Win 7 x64 | Geforce 9800GTX+ | Quad 3.0GHz | 6GB
n1k wrote:Those are smoothing artifacts caused by low poly geometry. When such things occur one must add more polygons to his/hers models and problem will be gone.
When adding polygons the lines only become thinner. Also, having to add polygons when dealing with an Export-Import workflow is sub-optimal.radiance wrote:because those objects are quite low poly.
In one of my car renders I had already maxed out the amount of polygons to what my system could handle, and yet the car seats (at 100,000 triangles each) still had black outlines which I had to manually fix in Photoshop.
Needless to say that rendering the same geometry with a quarter of the detail (25,000 triangles) doesn't show black edges in either Mental Ray or 3Delight.
Well, radiance said that geometry is going to have smaller memory footprint in near future octane builds. Also precomputed Catmull–Clark subdivision surface is announced which is going to reduce exporting time for subd models greatly.
Cheers,
n1k
Cheers,
n1k
That's nice and all, but this is still a huge issue that needs to be addressed.
Not just because it adds unnecessary exporting time, memory consumption and rendering time. But also because these ugly artifacts are difficult to predict and foresee.
The car seats I had mentioned looked very nice and smooth in my viewport (even with less subdivisions), and yet Octane added a black outline.

Not just because it adds unnecessary exporting time, memory consumption and rendering time. But also because these ugly artifacts are difficult to predict and foresee.
The car seats I had mentioned looked very nice and smooth in my viewport (even with less subdivisions), and yet Octane added a black outline.

Hi,Chris_TC wrote:That's nice and all, but this is still a huge issue that needs to be addressed.
Not just because it adds unnecessary exporting time, memory consumption and rendering time. But also because these ugly artifacts are difficult to predict and foresee.
The car seats I had mentioned looked very nice and smooth in my viewport (even with less subdivisions), and yet Octane added a black outline.
those are normal smoothing artifacts, due to the fact that the edges on the chess piece haven't got smooth groups or edge-split geometry in octane,
and interpolating/smoothing 2 faces with a high angle in between gives an artifact.
the render in mental ray probably uses smoothgroups or uses an angle based splitting.
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
Angle based.
Import the obj in Softimage and change the discontinuity angle to 30° under geometry approximation.
Then reload it in Octane and you will see, the black artefacts will gone on some parts.
face
Import the obj in Softimage and change the discontinuity angle to 30° under geometry approximation.
Then reload it in Octane and you will see, the black artefacts will gone on some parts.
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578