Hello World: OctaneRender 4 is here

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KeeWe
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Iceman9 wrote:I did some tests with v4 yesterday and am posting a file for review. It includes different settings and speed comparisons with 3.08.

I readily admit that I didn't ensure equivalency of settings beyond the samples...and that certainly could have a big difference. Obviously v4 is currently a very early build and hasn't been tuned. Also this is just one sample...different scenes could yield dramatically different conclusions.

A few observations...again with lots of caveats:
- 3.08 was much faster in my tests. Over twice as fast in one test.
- The denoiser is promising but it doesn't seem to remove all noise and doesn't seem to have any impact on fire-flies.

Layered PSD with comparison images and render times:
https://www.dropbox.com/s/vk27omph3hd5j ... s.zip?dl=0
Puh, the render time increase is pretty massive. Was adaptive sampling on in every scenario?
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kcpr-raffaEl
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kcpr-raffaEl wrote:Sorry, but every time I enable AI Denoising OCTANE crashes.
Even with benchmark scenes.

Which GPU driver do you use for this version?

I've got 1080Ti + 2x1070.
Same on other machines:

Crashes on GTX780, GTX980Ti, GTX1070 and GTX1080Ti.
MildMustard
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justix wrote: There must be a reason why they put it there then, frankly all these 60-100 samples denoise test are way too far from reality but the interval is to tell octane how long it has to wait on every denoise which I don't actually get why.. you can see the voice 'rendering' changing to denoise each 20 sec or the interval set
I think it is because the denoise process uses extra compute power and time, if it were to update continuously for every second I think you get to the end result slower. (just my opinion and assumption). I seriously agree, the low sample tests are too low for real world. I think the AI has been trained on the Benchmark scenes too as that interior cleans up a heck of a lot faster than my own scene, but still in 2min on my own I have something I could almost use as a prelim image to send to the client, maybe 15min and it would be really clean and crisper. (just haven't had the time to test further)

I think with more tweaks and training, it will shape up to be one of the most used features along with AI light.
SPACESvr
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Anyone having trouble with denoising on baking camera renders? I've tried limiting my denoising card to one 1080ti, and dedicating the other 4 to rendering, but I still crash when I try to denoise my baking camera frames. (I've had success with panoramic and thin lens camera renders)
Also should note that I'm trying to render at 2048x2048 , since Goldorak wrote that there's a frame size limit for the denoiser.

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Nvidia driver version 391.24
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Collider
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Thanks Iceman9 - that is a very helpful test. I'm assuming Neat will still be the way to go for animation, but I'm really looking forward to this improving. Easily one of my most anticipated features, as battling noise/fireflies/render times takes up a huge portion of time.

Nice test scene as well :D
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teknofreek
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funk wrote:
vijay_thirukonda wrote:I couldn't reproduce the issue was the crash happening right after denoiser was enabled or after some samples?
While rendering, I enable imager > enable denoising. After a couple of seconds, I see my windows 10 cursor turn to the blue spinning circle, then it crashes
denoiser_crash.png
Could this be due to drivers? Or is my hardware too old (gtx 670)? Im on driver 388.31
Hey Funk, don't know if this may help, I've had a bit of mixed results with V4 and the denoiser, but I run a GTX 670 and a 770 in an external rig and 388.59 drivers. Haven't had (atm) a crash. What I've done
(and it may not have any effect...) is increase the TdrDelay and TdrDdiDelay values in the registry. (Mostly for Substance 2018) but I have seen some posts as to this or at least the TdrDelay value helping issues with Octane crashes as it allows more time for the GPU to process before it reports a "lockup" or halt condition to windows or that is how I understand it.
Currently I have it set to TdrDelay =10 seconds and TdrDdiDelay = 8 seconds.
Win 10 Pro 64bit, AMD 1950X 3.6 Ghz, Gigabyte AorusG7 X399 MB, 1x GTX 680 1x GTX 770 mainboard, 4x GTX660ti external, 32 GB onboard mem
Nvidia drivers 388.59
teknofreek
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Having mixed results with V4 XB1 ... For some reason in some scenes I cannot get the denoise pass to show anything except black..but hovering over the DeN tab in the viewport it shows eg. 1956 samples, or whatever its actually up to, ie much more than the set minimum.
On another scene it works as expected, that is, after a short black image, the denoise pass "kicks" in and it shows a progressively refining image.. along with the main and noise pass that I often view.

Another thing, which may be linked to V4 early days... But I can only set ONE GPU to denoise in the preferences.
I run 6 gpus, 4 in an external rig, two on the mobo. All can be set to be active, or used for tonemapping, but only one can be set to the denoise. If I click on another GPU, it sets the first one off and puts a "tick" in the newly selected one, not both.
Is this correct?, only one GPU can be used for denoising?
Win 10 Pro 64bit, AMD 1950X 3.6 Ghz, Gigabyte AorusG7 X399 MB, 1x GTX 680 1x GTX 770 mainboard, 4x GTX660ti external, 32 GB onboard mem
Nvidia drivers 388.59
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funk
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Location: Australia

teknofreek wrote:
funk wrote:
vijay_thirukonda wrote:I couldn't reproduce the issue was the crash happening right after denoiser was enabled or after some samples?
While rendering, I enable imager > enable denoising. After a couple of seconds, I see my windows 10 cursor turn to the blue spinning circle, then it crashes
denoiser_crash.png
Could this be due to drivers? Or is my hardware too old (gtx 670)? Im on driver 388.31
Hey Funk, don't know if this may help, I've had a bit of mixed results with V4 and the denoiser, but I run a GTX 670 and a 770 in an external rig and 388.59 drivers. Haven't had (atm) a crash. What I've done
(and it may not have any effect...) is increase the TdrDelay and TdrDdiDelay values in the registry. (Mostly for Substance 2018) but I have seen some posts as to this or at least the TdrDelay value helping issues with Octane crashes as it allows more time for the GPU to process before it reports a "lockup" or halt condition to windows or that is how I understand it.
Currently I have it set to TdrDelay =10 seconds and TdrDdiDelay = 8 seconds.
Thanks for the tip. I tried setting them both to 60 as recommended by the substance painter docs, but I still get a crash enabling the denoiser. I might try 388.59 and see if it makes a difference.

EDIT: 388.59 made no difference either
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vijay
OctaneRender Team
Posts: 196
Joined: Sun Jul 24, 2016 8:42 pm

teknofreek wrote:Having mixed results with V4 XB1 ... For some reason in some scenes I cannot get the denoise pass to show anything except black..but hovering over the DeN tab in the viewport it shows eg. 1956 samples, or whatever its actually up to, ie much more than the set minimum.
On another scene it works as expected, that is, after a short black image, the denoise pass "kicks" in and it shows a progressively refining image.. along with the main and noise pass that I often view.

Another thing, which may be linked to V4 early days... But I can only set ONE GPU to denoise in the preferences.
I run 6 gpus, 4 in an external rig, two on the mobo. All can be set to be active, or used for tonemapping, but only one can be set to the denoise. If I click on another GPU, it sets the first one off and puts a "tick" in the newly selected one, not both.
Is this correct?, only one GPU can be used for denoising?
Yes, for now, we support only one device for denoising and denoiser pass black screen might be for out of memory, check the log window for more details.
vijay
OctaneRender Team
Posts: 196
Joined: Sun Jul 24, 2016 8:42 pm

kcpr-raffaEl wrote:
kcpr-raffaEl wrote:Sorry, but every time I enable AI Denoising OCTANE crashes.
Even with benchmark scenes.

Which GPU driver do you use for this version?

I've got 1080Ti + 2x1070.
Same on other machines:

Crashes on GTX780, GTX980Ti, GTX1070 and GTX1080Ti.
Internally we couldn't reproduce this crash, we are still trying to find the cause of the crash.
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