Version 3.06-TEST-3.1 (WORK IN PROGRESS BUILDS)

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JavierVerdugo
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Excellent news about the texture cache!!

It would be possible to save the texture cache in disk, in order to not erase the cache every time we open another file? maybe in future versions?

I have a concern, when you have two different materials sharing one same node, and you copy both materials into a new file, the node that is being shared between the two materials disappear. Could we have a fix about this?

King regards
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aoktar
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Cheiser wrote:Second attempt. Same scene, same settings.

PT
Max 3000
Min 2
Threshold 0.03

TEST2 = 6:38
http://i.imgur.com/W1BO18w.png

TEST3 = 5:14
http://i.imgur.com/uLQ989T.jpg

Confused. Now TEST3 faster.
I think you need to understand effect of whole settings. Also this is noise pass how i'm seeing. Not dark. And rendering noise pass in PV is oversight after my latest revisions. Note that this is still a test/wip version. I'm trying to improve/detect and fix the problems. Not possible to do everythings in a few days.
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aoktar
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JavierVerdugo wrote:Excellent news about the texture cache!!

It would be possible to save the texture cache in disk, in order to not erase the cache every time we open another file? maybe in future versions?

I have a concern, when you have two different materials sharing one same node, and you copy both materials into a new file, the node that is being shared between the two materials disappear. Could we have a fix about this?

King regards
Not possible and not meaningful for mechanism. It would be take a similar time to load. I didn't understand your concern. It's detecting files by filename. Not a matter how many time it's used. I'm waiting feedbacks about these of my two improvements on performance with no luck.
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Cheiser
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aoktar wrote:
Cheiser wrote:Second attempt. Same scene, same settings.

PT
Max 3000
Min 2
Threshold 0.03

TEST2 = 6:38
http://i.imgur.com/W1BO18w.png

TEST3 = 5:14
http://i.imgur.com/uLQ989T.jpg

Confused. Now TEST3 faster.
I think you need to understand effect of whole settings. Also this is noise pass how i'm seeing. Not dark. And rendering noise pass in PV is oversight after my latest revisions. Note that this is still a test/wip version. I'm trying to improve/detect and fix the problems. Not possible to do everythings in a few days.
I understand. I'm just trying to provide more information, tests.
Confused. Now TEST3 faster.
But again more noise in TEST3 compare to TEST2 and artifacts (black dots)

https://monosnap.com/file/aatZzFD9mG9FK ... Y2YUIlmfqM - noise (TEST 2 left side)
https://monosnap.com/file/lRPdAjQgCISVO ... IMz7orK3Ir - artefacts
I dont know how my knowledge about settings could make 2 absolutely identical scenes (actually its a single c4d file, one scene) noisy in one build, and less noise on another build.

I just opened my test scene, hit render. It took me, for example 5 mins
Installed new build.
Opened this scene again, checked settings, it's ok like before, hit render.
And it took me now 8 min, but less noisy.

I'm confused because i used 0.03 for all scenes and it's ok. But i cant use now 0.03 for it, because it takes more time to render and i don't know why, so i posted a message here with my test, hoping someone explain what changed. It's not critical, but strange. In my opinion.
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aoktar
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Cheiser wrote: I'm confused, so i posted a message here with my test, hoping someone explain what changed. It's not critical, but strange. In my opinion.
AS is not a my implementation so not a plugin calculation. I'm just trying to integrate better to plugin system. So i can't talk about deep details of it but on my tests that's mostly giving much faster results. But it depends to noise distribution and combination of parameters. Watching the green pixel's progress is my advice to understand the effect of parameters.
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JavierVerdugo
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aoktar wrote:
JavierVerdugo wrote:Excellent news about the texture cache!!

It would be possible to save the texture cache in disk, in order to not erase the cache every time we open another file? maybe in future versions?

I have a concern, when you have two different materials sharing one same node, and you copy both materials into a new file, the node that is being shared between the two materials disappear. Could we have a fix about this?

King regards
Not possible and not meaningful for mechanism. It would be take a similar time to load. I didn't understand your concern. It's detecting files by filename. Not a matter how many time it's used. I'm waiting feedbacks about these of my two improvements on performance with no luck.
I started a commercial project one week ago with TEST2, I get very strange bug and I sent it to you, now I had to work with the stable version and now (with minor crashes) is very stable working with one slave. I want to test your new TEST3 but I need to finish the job first (because I have also to install Test 3 on the slave, and it will take me some time). Tuesday I will be able to test.

About my concern I will let you know tuesday with a proper testing.

I have a question, can you please look a this? All the shaders have the same build, but some objects are looking black and others have nice color. Before I have opened the file, all the objects have the same kind of color as the pink one. Now I don't understand what happened, if you look in materiales, some textures previews are black. But even if I click on the materials and refresh the image, the 3d objects remain black... I have also checked that all shaders have the same "Editor Display Combined"

I find the fix, I choose all the shaders (but not the mix ones) and hit on Editor display Color. And they restored. The weird thing is I din't change anything when they become black.
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aoktar
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JavierVerdugo,
are these parameters enabled?
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JavierVerdugo
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Yes they are.

I can tell you more or less the steps when it happened.

I had 3 objects with their textures correctly displayed. Then I copy paste from another project the fourth object (this object had 5 mix objects with 10 textures with 5 different images, and a displacement map, the same one for all the objects), a little blackout of a lot of shaders started to refresh and the objects become black shader. Maybe this could happened because the shaders have the same name? I do every flower in separate projects, all the textures are called A - Mix, A - Glossy, A - Transparency, then B, then C. If is ok I could try to emulate the bug again repeating the process. Tuesday I will let you know.

Cheers
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aoktar
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JavierVerdugo wrote:Yes they are.

I can tell you more or less the steps when it happened.

I had 3 objects with their textures correctly displayed. Then I copy paste from another project the fourth object (this object had 5 mix objects with 10 textures with 5 different images, and a displacement map, the same one for all the objects), a little blackout of a lot of shaders started to refresh and the objects become black shader. Maybe this could happened because the shaders have the same name? I do every flower in separate projects, all the textures are called A - Mix, A - Glossy, A - Transparency, then B, then C. If is ok I could try to emulate the bug again repeating the process. Tuesday I will let you know.

Cheers
check texture connections after a copy/paste to another scene. If you have shared textures between materials this can cause break on connections. Try to duplicate by selecting of all connected materials to top mix material. It's not a bug but a limitation.
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waltondt
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Test build 2 works for me on octane vr subscription however the newest test 3 says i dont have a license when i use it, (deactivated or none at all) i can switch between stable build and test build 2 fine but cant switch to 3
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