Keep getting this crash when all 6 GPUs are used for AI Denoiser. 3x internal, 3x PLX based PCIe expansion. Stable with 1 GPU for denoise.
OctaneRender 4.00 RC5 (4000015)
CUDA error 2 on device 3: out of memory
-> failed to pin memory
denoiserThread3: Denoiser thread could not able to find the pinned memory of the result buffer. Restart required
denoiserThread1: CUDA_ERROR_LAUNCH_TIMEOUT: the launch timed out and was terminated
. Restart required
OctaneRender™ 4 RC 5
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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.
- teeshiiddo
- Posts: 40
- Joined: Tue Oct 11, 2016 9:29 am
Asus X99 10G WS | Windows 10.0 | 6x GTX 1080 Ti + 2x 2080Ti | i7-6850K CPU @ 3.60GHz | 32GB RAM
We are currently working with Ahmet to improve stability of the C4D integration. Please keep in mind though, that the C4D integration is probably the most complex one of them all.Elvissuperstar007 wrote:I'm the admin group in VKontakte, you have people go to redshift. very buggy integration Cinema 4d Find assistants to the programmer and tester
I myself work in 3d max, everything is fine there! but before it was so bad. I need a tester and an additional assistant
people are constantly cursing Cinema4d
sorry for bad English
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Vectron is a feature for version 2018, which will arrive later this year. It will not be in version 4.Notiusweb wrote:My Vectron STILL is not working
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Can you send me a scene where you have this issue? I have tried it with a high emitting polycount scene with scattering plus a bunch of geometry with emitters and I am not able to reproduce this problem.enricocerica wrote: The message never goes away and Octane does not crash. Not so much instances, about 20 but they were high poly meshes (190000 polys), non sense of course and it wasn't intended. But I already met this situation with lower poly meshes and it's random, reloading project and restart it may result in GPU failing and reloading it again may work.
Hey guys,
I was doing some tests with motion blur (related to another thread), and I can't seem to get any kind of vertex motion blur working on deformed meshes.
I exported this orbx from modo. The animation uses 3 items. In the first part, Im rotating an item and we see object motion blur working
Then in the second part, Im moving the camera, while the item is still. We have working camera motion blur.
At the end I have a static camera, with an animated deformed mesh, but no motion blur is rendered. I'm not sure if this is a bug in octane, or the modo export.
I was doing some tests with motion blur (related to another thread), and I can't seem to get any kind of vertex motion blur working on deformed meshes.
I exported this orbx from modo. The animation uses 3 items. In the first part, Im rotating an item and we see object motion blur working
Then in the second part, Im moving the camera, while the item is still. We have working camera motion blur.
At the end I have a static camera, with an animated deformed mesh, but no motion blur is rendered. I'm not sure if this is a bug in octane, or the modo export.
- Attachments
-
- motion_blur_test.orbx
- (7.71 MiB) Downloaded 259 times
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
Is it working in Modo? I had a look at the exported scene and the scene isn't exported correctly for vertex motion blur to work (because there are no vertex speeds provided and mesh is not marked to have a constant topology either).funk wrote:Hey guys,
I was doing some tests with motion blur (related to another thread), and I can't seem to get any kind of vertex motion blur working on deformed meshes.
I exported this orbx from modo. The animation uses 3 items. In the first part, Im rotating an item and we see object motion blur working
Then in the second part, Im moving the camera, while the item is still. We have working camera motion blur.
At the end I have a static camera, with an animated deformed mesh, but no motion blur is rendered. I'm not sure if this is a bug in octane, or the modo export.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
No, the modo plugin never got vertex motion blur working. We always had to export out to orbx.abstrax wrote:Is it working in Modo? I had a look at the exported scene and the scene isn't exported correctly for vertex motion blur to work (because there are no vertex speeds provided and mesh is not marked to have a constant topology either).
So the modo plugin is just exporting things incorrectly? I have sent the scene to Paul as well
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
I just installed an older build of the modo plugin and the exported orbx has vertex motion blur working.abstrax wrote:Is it working in Modo? I had a look at the exported scene and the scene isn't exported correctly for vertex motion blur to work (because there are no vertex speeds provided and mesh is not marked to have a constant topology either).
So it looks like a recent regression in the modo plugin. Thanks for checking and sorry for wasting your time.
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
Now that I have vertex motion blur working, I can test what I was initially trying to test... which is vertex motion blur with displacement (someone was asking here: viewtopic.php?f=23&t=68940 )
It seems vertex motion blur stops working if you connect a displacement texture
If you load the orbx, go to about frame 75, there is no vertex motion blur. If you disconnect the displacement texture, you can see vertex motion blur works.
It seems vertex motion blur stops working if you connect a displacement texture
If you load the orbx, go to about frame 75, there is no vertex motion blur. If you disconnect the displacement texture, you can see vertex motion blur works.
- Attachments
-
- mb_displacement_006_3082.orbx
- (7.72 MiB) Downloaded 249 times
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
Yes, that's a limitation at the moment.funk wrote:Now that I have vertex motion blur working, I can test what I was initially trying to test... which is vertex motion blur with displacement (someone was asking here: viewtopic.php?f=23&t=68940 )
It seems vertex motion blur stops working if you connect a displacement texture
If you load the orbx, go to about frame 75, there is no vertex motion blur. If you disconnect the displacement texture, you can see vertex motion blur works.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra