OctaneRender™ Standalone 3.06 TEST

A forum where development builds are posted for testing by the community.
Forum rules
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.
Post Reply
vijay
OctaneRender Team
Posts: 196
Joined: Sun Jul 24, 2016 8:42 pm

aLeXXtoR wrote:
aLeXXtoR wrote:Got a very strange result of rendering the animation sequence (rendered with passes, saved as separate PNG sequences, AS enabled). I'll try to figure out what was going on and give more detaied description.
Well, I get this when I render with AS and render passes enabled... If I disable AS all passes are rendered fine. Does anybode has the same, or I am the one lucky here? )
Hi Alex,

This is now fixed. will not happen in next release.

Thanks
Vijay
User avatar
aLeXXtoR
Licensed Customer
Posts: 294
Joined: Sat Oct 29, 2011 5:38 pm
Location: Russia, St. Ptetersburg
Contact:

vijay_thirukonda wrote: Hi Alex,
This is now fixed. will not happen in next release.
Thanks
Vijay
Great, thanks!! :) And file naming in the Batch script too? And Untonemapped EXR Z-channel saving too? :) :roll:
Win 10 Pro 64bit | GeForce RTX 2070 SUPER 8Gb | AMD Ryzen 7 3700X | 32GB RAM
WebSite
Showreel
User avatar
smicha
Licensed Customer
Posts: 3151
Joined: Wed Sep 21, 2011 4:13 pm
Location: Warsaw, Poland

I reported this to Paul (Modo plugin) but this structure causes crash - please fix it asap, because I cannot work at all with this bug. Thank you.

PS error log

Started logging on 22.02.17 12:17:05

OctaneRender 3.06 TEST (3060000)

CUDA error 700 on device 2: an illegal memory access was encountered
-> kernel execution failed(report)
CUDA error 700 on device 2: an illegal memory access was encountered
-> failed to launch kernel(ptBrdf2)
device 2: direct light kernel failed
device 2: detected an error on render device! trying to recover...
CUDA error 700 on device 2: an illegal memory access was encountered
-> failed to deallocate device memory
Attachments
306crash.jpg
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
User avatar
haze
OctaneRender Team
Posts: 1003
Joined: Sun Feb 08, 2015 8:57 pm

smicha wrote:I reported this to Paul (Modo plugin) but this structure causes crash - please fix it asap, because I cannot work at all with this bug. Thank you.

PS error log

Started logging on 22.02.17 12:17:05

OctaneRender 3.06 TEST (3060000)

CUDA error 700 on device 2: an illegal memory access was encountered
-> kernel execution failed(report)
CUDA error 700 on device 2: an illegal memory access was encountered
-> failed to launch kernel(ptBrdf2)
device 2: direct light kernel failed
device 2: detected an error on render device! trying to recover...
CUDA error 700 on device 2: an illegal memory access was encountered
-> failed to deallocate device memory
I did manage to figure out why this was happening, fix is done for next release. Thanks for reporting
User avatar
smicha
Licensed Customer
Posts: 3151
Joined: Wed Sep 21, 2011 4:13 pm
Location: Warsaw, Poland

haze wrote:I did manage to figure out why this was happening, fix is done for next release. Thanks for reporting
Any chance we see the fix this week? Just the fix?
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Can you guys look into this problem for octane 3ds max Very annoying when you open octane viewport and it shows whats behind you and not in front viewtopic.php?f=81&t=58996

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

Thanks a lot for all the feedback. I was hoping to have the next test build out this Friday, but one problem was quite hard to track down and fix and it eventually became to late. Unless some other major issues pop up, all looks set for a new test build on Monday. Apologies for the delay.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
User avatar
justix
Licensed Customer
Posts: 585
Joined: Sat Feb 27, 2010 8:01 pm

HI, in what scenario the Adaptive Sampling does not actually affect render time but keep it somehow the same? is there a setting to quick things up? or is AS cleaning more noise in that period of calculation?
Win 7 64 | 2 X MSI AERO GtX 1070| Intel I7-6850K| 32 GB DDR4 RAM | Asus X99 II-A
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

can you guys introduce automatic adaptive sampling check box. For aniamtions
Last edited by coilbook on Sun Feb 26, 2017 4:25 pm, edited 1 time in total.
MildMustard
Licensed Customer
Posts: 125
Joined: Tue Jun 10, 2014 6:00 am

justix wrote:HI, in what scenario the Adaptive Sampling does not actually affect render time but keep it somehow the same? is there a setting to quick things up? or is AS cleaning more noise in that period of calculation?
When your renders start, render-time will remain the same for a while until pixels reach the threshold (even past the default 250 samples). As more and more pixels reach the threshold, it slowly gets faster and faster. Speed gain ramps up. You should always have parts of a render that render faster and thus processing power that were used in those areas now concentrate on noisy areas. I have tested in interiors and speed gain can be as much as 15 to 50%. (depending on the usual factors of amount of lights, SSS, glass etc.. )

Play with the threshold setting to find a happy medium between speed and quality. Sometimes you can get away with 0.1, other times 0.05. (0.03 is a pretty good default as it is)
Post Reply

Return to “Development Build Releases”