OctaneRender™ Standalone 3.07 TEST 6
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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.
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.
- BorisGoreta
- Posts: 1413
- Joined: Fri Dec 07, 2012 6:45 pm
- Contact:
I can't feed dirt texture into the efficiency of the emission node. I mean I can plug it in but it doesn't do anything. Is this by design ?
19 x NVIDIA GTX http://www.borisgoreta.com
Thanks Abstrax, I'm looking at adding the placement and render target nodes, but my GPU crashed. I'm using a GTX980, and loaded up the same OCS file that I posted above. Here are the errors in the log:
Edit: Arrg, just realized that I was still running "TEST 4" and not test 6, just shutdown my computer and restarted and didn't get the errors, so all it good.
I'm unable to start rendering again unless I restart Octane. Once I restart and reload the OCS it works fine, and this is after a reboot of the computer. It looks like some initial setting in the GPU is not liked by one of the kernels? Maybe I need to update my driver? I'm running 384.59.
The gizmos are working great after adding the placement and render target nodes.
Edit: Arrg, just realized that I was still running "TEST 4" and not test 6, just shutdown my computer and restarted and didn't get the errors, so all it good.

Code: Select all
Started logging on 28.09.17 19:20:39
OctaneRender 3.07 TEST 4 (3070003)
failed to open '/home/jason/.OctaneRender/modules/libtexcommander.so': '/home/jason/.OctaneRender/modules/libtexcommander.so: undefined symbol: _ZN6Octane20ApiCommandModuleInfoC1EiPKcS2_S2_jPFbvE'
failed to open '/home/jason/.OctaneRender/modules/test/liboctane-hello-world.so': '/home/jason/.OctaneRender/modules/test/liboctane-hello-world.so: undefined symbol: _ZN6Octane14registerModuleERKNS_13ApiModuleInfoE'
failed to open '/home/jason/.OctaneRender/modules/libworkpanemodule.so': '/home/jason/.OctaneRender/modules/libworkpanemodule.so: undefined symbol: _ZN6Octane21ApiWorkPaneModuleInfoC1EiPKcS2_S2_jPFbPNS_13ApiGridLayoutEEPFbvE'
CUDA error 700 on device 0: an illegal memory access was encountered
-> kernel execution failed(report)
CUDA error 700 on device 0: an illegal memory access was encountered
-> failed to launch kernel(ptBrdf2)
device 0: path tracing kernel failed
The gizmos are working great after adding the placement and render target nodes.
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
Dear Otoy team,
I don't know if this is the right place to post my discovery, or even if I really found a bug in the latest release, but I can't find other topic talking about this issue.
The enclosed layer mask was rendered in 3.07 T6. As the corresponding scene has been made in T6 I couldn't try in 3.06, but I tried to render another scene made in 3.06 which worked in 3.07T6 and it ended up with the same error.
Is this a bug or I did something wrong?
I don't know if this is the right place to post my discovery, or even if I really found a bug in the latest release, but I can't find other topic talking about this issue.
The enclosed layer mask was rendered in 3.07 T6. As the corresponding scene has been made in T6 I couldn't try in 3.06, but I tried to render another scene made in 3.06 which worked in 3.07T6 and it ended up with the same error.
Is this a bug or I did something wrong?
i9-9900K | 32GB RAM | 1x RTX 3080 + 1x GTX 1080 | Win11pro 64bit
- FrankPooleFloating
- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
Edit: Moved this from 3.07 features thread
Maybe I am doing something wrong, but lights with shadows disabled are still casting shadows onto my Matte (shadow catcher ground plane)... I am trying to do a separate render (not a pass) for my ground shadows (main meshes invisible to camera), and the lights that I am just adding some extra highlights with have to be manually turned off or else they cast shadows on my matte plane. These shadows do not show up if I turn off Matte on my ground plane material...
Also, is there anything to report on the displacement-using-world-coords-across-instances feature (remember; "every last dog turd displaced uniquely...") that many of us want? Is this going to be possible soon with new goodies coming in next couple releases? The desire to have this feature is just as strong today as it was a year ago. Actually, more so. Many, many dog turds to render!

Also, is there anything to report on the displacement-using-world-coords-across-instances feature (remember; "every last dog turd displaced uniquely...") that many of us want? Is this going to be possible soon with new goodies coming in next couple releases? The desire to have this feature is just as strong today as it was a year ago. Actually, more so. Many, many dog turds to render!

Win10Pro || GA-X99-SOC-Champion || i7 5820k w/ H60 || 32GB DDR4 || 3x EVGA RTX 2070 Super Hybrid || EVGA Supernova G2 1300W || Tt Core X9 || LightWave Plug (v4 for old gigs) || Blender E-Cycles
Yes, we will change it.smicha wrote:Marcus,
Indeed the render target node has to be connected to the placement node to get gizmo - could you please correct it and make gizmo visible even if there is no render target node used?
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
I can confirm this to be a problem on OSX. Windows and Linux behave correctly. We will try to fix it in the next release.J.C wrote:Clicking on any slider with a numeric value makes it's value change to the point where it was clicked. This is quite annoying if you decide not to change a value or drag it with mouse.
eg. There is a slider with range from 0 to 100. It is set to 20. I click it somewhere on the far right and the value rises to this point where was clicked. It should stay with 20 and only change when I drag the mouse. A good example of how it should be done are sliders in Blender. It was like this in Octane 2.xx I believe and was changed in 3.xx
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Dirt should be visible in indirect light hits, but isn't. It will be fixed with the next release.BorisGoreta wrote:I can't feed dirt texture into the efficiency of the emission node. I mean I can plug it in but it doesn't do anything. Is this by design ?
Dirt will not be taken into account in the direct light calculation, which is a limitation right now. By setting the sampling rate of the emitter to 0, you exclude it from the direct light calculation and thus get a correct render result (although with more noise) - in the next release, when the bug is fixed.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
I couldn't reproduce the problem here. Could you send me an example scene? Thanks.FrankPooleFloating wrote:Edit: Moved this from 3.07 features thread
Maybe I am doing something wrong, but lights with shadows disabled are still casting shadows onto my Matte (shadow catcher ground plane)... I am trying to do a separate render (not a pass) for my ground shadows (main meshes invisible to camera), and the lights that I am just adding some extra highlights with have to be manually turned off or else they cast shadows on my matte plane. These shadows do not show up if I turn off Matte on my ground plane material...
Unfortunately not. The way how render time displacement is done at the moment, the triangle - UV assignment and the corresponding displacement pixel values need to be known during geometry compilation. We are planning to overhaul displacement and will then see how much more flexible we can make displacement.Also, is there anything to report on the displacement-using-world-coords-across-instances feature (remember; "every last dog turd displaced uniquely...") that many of us want? Is this going to be possible soon with new goodies coming in next couple releases? The desire to have this feature is just as strong today as it was a year ago. Actually, more so. Many, many dog turds to render!
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Looks certainly like a bug, but I couldn't reproduce it in a simple test scene. Could you send a scene showing the problem? Thanks.deadakos wrote:Dear Otoy team,
I don't know if this is the right place to post my discovery, or even if I really found a bug in the latest release, but I can't find other topic talking about this issue.
The enclosed layer mask was rendered in 3.07 T6. As the corresponding scene has been made in T6 I couldn't try in 3.06, but I tried to render another scene made in 3.06 which worked in 3.07T6 and it ended up with the same error.
Is this a bug or I did something wrong?
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra