Hi Aoktar,
I've installed the update and used in production with no major issues so far, up to today, when I'm rendering a simple animation involving VDB.
After a random amount of frames (can be 10, can be 100 frames) machine freeze for about 30 seconds. Once it unfreeze I inspect the log (I've cleaned it before the render start) and I can see these never ending list of errors:
Started logging on 18.03.18 23:26:32
OctaneRender 3.08 RC 1 (3080010)
CUDA error 702 on device 1: the launch timed out and was terminated
-> kernel execution failed(report)
CUDA error 702 on device 1: the launch timed out and was terminated
-> failed to launch kernel(ptBrdf2)
device 1: direct light kernel failed
CUDA error 702 on device 0: the launch timed out and was terminated
-> could not get memory info
CUDA error 702 on device 0: the launch timed out and was terminated
-> could not get memory info
CUDA error 702 on device 1: the launch timed out and was terminated
-> could not get memory info
CUDA error 702 on device 1: the launch timed out and was terminated
-> could not get memory info
CUDA error 702 on device 2: the launch timed out and was terminated
-> could not get memory info
.....
.....
another 200 lines of the same errors on various devices (I've 4 GTX1080 in my system).
If I hit render again nothing happen. No rendering. I've to close C4D and re open it and keep going with rendering.
Any idea ?
Thanks
Alberto
Version 3.08-RC1.1
Moderators: ChrisHekman, aoktar
- leehenshall
- Posts: 184
- Joined: Sun Oct 25, 2015 5:44 pm
- Location: England
- Contact:
Does Octane for Cinema 4D support input projection on osl texture yet?
I tired using a modified version of osl flakes but can't get the input projection pin to show up like in standalone. (see osl code pasted from osl forum below)
viewtopic.php?f=33&t=63905&start=10
----------------------
shader
flakes
(
float flake_scale = 10.0 [[ string description = "Smaller values zoom into the flake map, larger values zoom out" ]],
float flake_size = 0.5 [[ string description = "Relative size of the flakes" ]],
float flake_size_variance = 0.0 [[ string description = "0.0 makes all flakes the same size, 1.0 assigns random size between 0 and the given flake size" ]],
float flake_normal_orientation = 0.0 [[ string description = "Blend between the flake normals (0.0) and the surface normal (1.0)" ]],
point proj = point(u, v, 0) [[string label = "Projection"]],
output color result = 1.0
)
{
float safe_flake_size_variance = clamp(flake_size_variance, 0.1, 1.0);
vector cellCenters[9] = {
vector( 0.5, 0.5, 0.0),
vector( 1.5, 0.5, 0.0),
vector( 1.5, 1.5, 0.0),
vector( 0.5, 1.5, 0.0),
vector(-0.5, 1.5, 0.0),
vector(-0.5, 0.5, 0.0),
vector(-0.5, -0.5, 0.0),
vector( 0.5, -0.5, 0.0),
vector( 1.5, -0.5, 0.0)
};
//point position = vector(u, v, 0.0);
point position = flake_scale * proj;
point base = floor(position);
point nearestCell = point(0.0, 0.0, 1.0);
int nearestCellIndex = -1;
for(int cellIndex = 0; cellIndex < 9; ++cellIndex) {
point cellCenter = base + cellCenters[cellIndex];
vector centerOffset = cellnoise(cellCenter) * 2.0 - 1.0;
centerOffset[2] *= safe_flake_size_variance;
centerOffset = normalize(centerOffset);
cellCenter += 0.5 * centerOffset;
float cellDistance = distance(position, cellCenter);
if(cellDistance < flake_size && cellCenter[2] < nearestCell[2]) {
nearestCell = cellCenter;
nearestCellIndex = cellIndex;
}
}
result = color(0.5, 0.5, 1.0);
if (nearestCellIndex != -1) {
vector randomNormal = cellnoise(base + cellCenters[nearestCellIndex] + vector(0.0, 0.0, 1.5));
randomNormal = 2.0 * randomNormal - 1.0;
randomNormal = faceforward(randomNormal, I, randomNormal);
randomNormal = normalize(mix(randomNormal, vector(0.0, 0.0, 1.0), flake_normal_orientation));
result = color(0.5*randomNormal[0]+0.5, 0.5*randomNormal[1]+0.5, randomNormal[2]);
}
}
I tired using a modified version of osl flakes but can't get the input projection pin to show up like in standalone. (see osl code pasted from osl forum below)
viewtopic.php?f=33&t=63905&start=10
----------------------
shader
flakes
(
float flake_scale = 10.0 [[ string description = "Smaller values zoom into the flake map, larger values zoom out" ]],
float flake_size = 0.5 [[ string description = "Relative size of the flakes" ]],
float flake_size_variance = 0.0 [[ string description = "0.0 makes all flakes the same size, 1.0 assigns random size between 0 and the given flake size" ]],
float flake_normal_orientation = 0.0 [[ string description = "Blend between the flake normals (0.0) and the surface normal (1.0)" ]],
point proj = point(u, v, 0) [[string label = "Projection"]],
output color result = 1.0
)
{
float safe_flake_size_variance = clamp(flake_size_variance, 0.1, 1.0);
vector cellCenters[9] = {
vector( 0.5, 0.5, 0.0),
vector( 1.5, 0.5, 0.0),
vector( 1.5, 1.5, 0.0),
vector( 0.5, 1.5, 0.0),
vector(-0.5, 1.5, 0.0),
vector(-0.5, 0.5, 0.0),
vector(-0.5, -0.5, 0.0),
vector( 0.5, -0.5, 0.0),
vector( 1.5, -0.5, 0.0)
};
//point position = vector(u, v, 0.0);
point position = flake_scale * proj;
point base = floor(position);
point nearestCell = point(0.0, 0.0, 1.0);
int nearestCellIndex = -1;
for(int cellIndex = 0; cellIndex < 9; ++cellIndex) {
point cellCenter = base + cellCenters[cellIndex];
vector centerOffset = cellnoise(cellCenter) * 2.0 - 1.0;
centerOffset[2] *= safe_flake_size_variance;
centerOffset = normalize(centerOffset);
cellCenter += 0.5 * centerOffset;
float cellDistance = distance(position, cellCenter);
if(cellDistance < flake_size && cellCenter[2] < nearestCell[2]) {
nearestCell = cellCenter;
nearestCellIndex = cellIndex;
}
}
result = color(0.5, 0.5, 1.0);
if (nearestCellIndex != -1) {
vector randomNormal = cellnoise(base + cellCenters[nearestCellIndex] + vector(0.0, 0.0, 1.5));
randomNormal = 2.0 * randomNormal - 1.0;
randomNormal = faceforward(randomNormal, I, randomNormal);
randomNormal = normalize(mix(randomNormal, vector(0.0, 0.0, 1.0), flake_normal_orientation));
result = color(0.5*randomNormal[0]+0.5, 0.5*randomNormal[1]+0.5, randomNormal[2]);
}
}
I cannot know reason of Cuda Errors. But we can wish an investigation from Otoy guys if you send the scene. But error should be reproductable.albatetra wrote:Hi Aoktar,
I've installed the update and used in production with no major issues so far, up to today, when I'm rendering a simple animation involving VDB.
After a random amount of frames (can be 10, can be 100 frames) machine freeze for about 30 seconds. Once it unfreeze I inspect the log (I've cleaned it before the render start) and I can see these never ending list of errors:
Started logging on 18.03.18 23:26:32
OctaneRender 3.08 RC 1 (3080010)
CUDA error 702 on device 1: the launch timed out and was terminated
-> kernel execution failed(report)
CUDA error 702 on device 1: the launch timed out and was terminated
-> failed to launch kernel(ptBrdf2)
device 1: direct light kernel failed
CUDA error 702 on device 0: the launch timed out and was terminated
-> could not get memory info
CUDA error 702 on device 0: the launch timed out and was terminated
-> could not get memory info
CUDA error 702 on device 1: the launch timed out and was terminated
-> could not get memory info
CUDA error 702 on device 1: the launch timed out and was terminated
-> could not get memory info
CUDA error 702 on device 2: the launch timed out and was terminated
-> could not get memory info
.....
.....
another 200 lines of the same errors on various devices (I've 4 GTX1080 in my system).
If I hit render again nothing happen. No rendering. I've to close C4D and re open it and keep going with rendering.
Any idea ?
Thanks
Alberto
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
I don't have any idea about V4 and plans of Otoy. So i don't have answers yet!Weezer wrote:So Octane v4.0 is here (for Windows users). How long will it take for the plugin to make use of the new features?
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
No doubt a question you hate Ahmet and I don't normally ask, but do you have an ETA on the plugin with OSX compatibility now that RC1.2* has it? Are we talking days or weeks?
EDIT: I mean RC2
EDIT: I mean RC2
Windows 10 - 64GB RAM - Cinema 4D R20 - RTX 2070 x3
I have a problem to compile it for R19, I'll make a release when I sort that. Matter of days.sdanaher wrote:No doubt a question you hate Ahmet and I don't normally ask, but do you have an ETA on the plugin with OSX compatibility now that RC1.2* has it? Are we talking days or weeks?
EDIT: I mean RC2
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
- leehenshall
- Posts: 184
- Joined: Sun Oct 25, 2015 5:44 pm
- Location: England
- Contact:
aoktar sorry to repost but would you mind adding my OSL projection request to your next release please?
Does Octane for Cinema 4D support input projection on osl texture yet?
I tired using a modified version of osl flakes but can't get the input projection pin to show up like in standalone. (see osl code pasted from osl forum below)
viewtopic.php?f=33&t=63905&start=10
----------------------
shader
flakes
(
float flake_scale = 10.0 [[ string description = "Smaller values zoom into the flake map, larger values zoom out" ]],
float flake_size = 0.5 [[ string description = "Relative size of the flakes" ]],
float flake_size_variance = 0.0 [[ string description = "0.0 makes all flakes the same size, 1.0 assigns random size between 0 and the given flake size" ]],
float flake_normal_orientation = 0.0 [[ string description = "Blend between the flake normals (0.0) and the surface normal (1.0)" ]],
point proj = point(u, v, 0) [[string label = "Projection"]],
output color result = 1.0
)
{
float safe_flake_size_variance = clamp(flake_size_variance, 0.1, 1.0);
vector cellCenters[9] = {
vector( 0.5, 0.5, 0.0),
vector( 1.5, 0.5, 0.0),
vector( 1.5, 1.5, 0.0),
vector( 0.5, 1.5, 0.0),
vector(-0.5, 1.5, 0.0),
vector(-0.5, 0.5, 0.0),
vector(-0.5, -0.5, 0.0),
vector( 0.5, -0.5, 0.0),
vector( 1.5, -0.5, 0.0)
};
//point position = vector(u, v, 0.0);
point position = flake_scale * proj;
point base = floor(position);
point nearestCell = point(0.0, 0.0, 1.0);
int nearestCellIndex = -1;
for(int cellIndex = 0; cellIndex < 9; ++cellIndex) {
point cellCenter = base + cellCenters[cellIndex];
vector centerOffset = cellnoise(cellCenter) * 2.0 - 1.0;
centerOffset[2] *= safe_flake_size_variance;
centerOffset = normalize(centerOffset);
cellCenter += 0.5 * centerOffset;
float cellDistance = distance(position, cellCenter);
if(cellDistance < flake_size && cellCenter[2] < nearestCell[2]) {
nearestCell = cellCenter;
nearestCellIndex = cellIndex;
}
}
result = color(0.5, 0.5, 1.0);
if (nearestCellIndex != -1) {
vector randomNormal = cellnoise(base + cellCenters[nearestCellIndex] + vector(0.0, 0.0, 1.5));
randomNormal = 2.0 * randomNormal - 1.0;
randomNormal = faceforward(randomNormal, I, randomNormal);
randomNormal = normalize(mix(randomNormal, vector(0.0, 0.0, 1.0), flake_normal_orientation));
result = color(0.5*randomNormal[0]+0.5, 0.5*randomNormal[1]+0.5, randomNormal[2]);
}
}
This is not a thing which can be answered by me soon, sorry!leehenshall wrote:aoktar sorry to repost but would you mind adding my OSL projection request to your next release please?
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw