do You know how much GP100 cards cost? 6000$ per GPU. How many of You are going to buy that? So how much of priority that is for community? Jules (OTOY CEO) already stated that this is in to do list, so sooner rather than later it is going to come.promity wrote:Another good idea is for implementations in the Octane
I.e. access data between GPU's.
OCTANE DEVELOPERS READ THIS THREAD TO SEE OCTANES ISSUES
glimpse wrote:do You know how much GP100 cards cost? 6000$ per GPU. How many of You are going to buy that? So how much of priority that is for community? Jules (OTOY CEO) already stated that this is in to do list, so sooner rather than later it is going to come.promity wrote:Another good idea is for implementations in the Octane
I.e. access data between GPU's.
NVLINK would be for All pascal cards and so on right? I dont think it would be singled out just for top tier Server GPU's wouldnt make sense to mainstream Octane users, correct me if Im wrong haha.
NVLINK would be a beutiful thing though. VRAM is such a limiter, especially with large scenes. Stacking Vram for multiple cards would be VERY ideal!
Actually NVLINK (2) is reserved only for highest end cards for now that goes for $5000+ (P100, GP100, V100, GV100 etc.) & so I wouldn't hold a breath for Nvidia to drop this feature into mainstream cards anytime soon.Tag12345 wrote:
NVLINK would be for All pascal cards and so on right? I dont think it would be singled out just for top tier Server GPU's wouldnt make sense to mainstream Octane users, correct me if Im wrong haha.
NVLINK would be a beutiful thing though. VRAM is such a limiter, especially with large scenes. Stacking Vram for multiple cards would be VERY ideal!
Yes, VRAM is a limiter, but Your best bet for now is trying to make sure Your scenes could fit into 10GB + windows overhead (so 1080Ti could be used). if You want more vram, then be ready to spend more money..-however You'll get 1/4 of speed for the same amount of money.
I am pretty sure we've validated NVLINK works with Octane.
3.07 is nearly out. 3.08 is internally being tested, and V4 development is ramping up as we close out the rest of the 3.x roadmap.
3.07 is nearly out. 3.08 is internally being tested, and V4 development is ramping up as we close out the rest of the 3.x roadmap.
Hi Filipe,manalokos wrote:Please find a way to set defaults for config values in Pathtracing and other kernels.... Please, if you can.
Kind regards
Filipe
There's a way you can already save your preferred kernel settings by saving the node as a preset into your local DB.
good morning,
I use (I would use but often choose vray because octane lack these important requirements) octane render for 3dsmax and I consider it important to include these things:
a real camera setting with focal leght in mm and not in fov
camera setting ,imager, postprocessing or on camera or in render setting so you do not understand who controls who
white balance in kelvin
clipping on camera
lens shift vertical and orizontal
fix the export camera form max to octane standalone
Light invisible from camera
Ability to enable and disable motion blur
hdri rotation on z axis to default
are things very important i think
thanks
Y.
I use (I would use but often choose vray because octane lack these important requirements) octane render for 3dsmax and I consider it important to include these things:
a real camera setting with focal leght in mm and not in fov
camera setting ,imager, postprocessing or on camera or in render setting so you do not understand who controls who
white balance in kelvin
clipping on camera
lens shift vertical and orizontal
fix the export camera form max to octane standalone
Light invisible from camera
Ability to enable and disable motion blur
hdri rotation on z axis to default
are things very important i think
thanks
Y.
Few notes on what You just wrote:yogurt wrote:good morning,
I use (I would use but often choose vray because octane lack these important requirements) octane render for 3dsmax and I consider it important to include these things:
These could be easily counted based on FOV - so it's only a matter of getting used to conversion.yogurt wrote: a real camera setting with focal leght in mm and not in fov
leave one on defaults & use only the other to control - again, it's more of a usage issue, not functionality. & actually having imager separatelly from camera helps in multi-cam situation where You would like to make changes that would be reflected for all perspectives.yogurt wrote: camera setting ,imager, postprocessing or on camera or in render setting so you do not understand who controls who
converting temperature to color is not that hard & actually having color gives more flexibility as well - just play aroundyogurt wrote: white balance in kelvin
camera clipping is already in OctaneRender (at least standalone)yogurt wrote: clipping on camera
it's already there, simply get camera parallel to the ground & use shift (that's how things done in the real world)yogurt wrote: lens shift vertical and orizontal
not sure about this, since it is a long time I used export, but yeah there were some camera mismatchyogurt wrote: fix the export camera form max to octane standalone
correct me if I'm wrong, but it's possible to make light not visible to camera alreadyyogurt wrote: Light invisible from camera
not sure about this, sorry.yogurt wrote: Ability to enable and disable motion blur
add 0 into rotation field & problem is solvedyogurt wrote: hdri rotation on z axis to default
as You see most of You issues already have solutions, so just get use to them. Feel free to drop a line if You need any help.yogurt wrote:are things very important i think
thanks
Y.
- paride4331
- Posts: 3808
- Joined: Fri Sep 18, 2015 7:19 am
Hi yougurt,
I would like to add some info about your requests:
Attached an .ORBX with it and screenshot about it.
to set and activate MB > Render Setup > Kernel > Render setting
See the Octane 3dsMax plugin manual for more information:
https://docs.otoy.com/Portal/Home.htm
For any doubt or request you are welcome on Octane Render 3dsMax plugin forum:
viewforum.php?f=27
Regards
Paride
I would like to add some info about your requests:
These settings, in Render Setup, if you want to use the 3dsMax camera instead of the Octane camerayogurt wrote:camera setting ,imager, postprocessing or on camera or in render setting so you do not understand who controls who
You can find all of it in Octane camera mod tabyogurt wrote:clipping on camera, lens shift vertical and orizontal
You find it in Octane light mod tabyogurt wrote:Light invisible from camera
You could use this lua script to have a classic camera in Octane SA.yogurt wrote:fix the export camera form max to octane standalone
Attached an .ORBX with it and screenshot about it.
you find OMB and VMB it in Octane properties (select object > mouse right click > Octane properties)yogurt wrote:Ability to enable and disable motion blur
to set and activate MB > Render Setup > Kernel > Render setting
See the Octane 3dsMax plugin manual for more information:
https://docs.otoy.com/Portal/Home.htm
For any doubt or request you are welcome on Octane Render 3dsMax plugin forum:
viewforum.php?f=27
Regards
Paride
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2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
Minor thing:
When trying to save a render target that uses a character that is invalid in a filename (mine had " ) it currently just does nothing, took me a couple min to figure it out but a popup saying it's invalid or something could be useful.
When trying to save a render target that uses a character that is invalid in a filename (mine had " ) it currently just does nothing, took me a couple min to figure it out but a popup saying it's invalid or something could be useful.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram