OctaneRender™ 2018.1 RC2

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Renart
Licensed Customer
Posts: 70
Joined: Mon Jul 04, 2016 8:21 pm

roeland wrote:
Renart wrote:Hi!
Thank you for the update.
But Octane crashes when I try to render my .abc file.... (see attached)
I wanted to try if the Vertex Color attribute would work with this new update. This file was working in the previous version.
Thanks
Yes that is broken in this build, we will fix it for the next build.
Ok...
I hope it will be released and properly working soon ^^ Been waiting for this feature for so long!
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Someone mentioned:
"Also i think there should be officially supported/tested drivers so we have certified drivers that work at least 99% sure/stable with Octane"

This is a very good idea since most cuda errors are related to drivers.




I think a lot of your problems come from out of core ram when users on't have enough vram
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Dear Otoy,
Please look at the attached video about eval times . IF this is normal just let me know and I will leave you alone. If that's how long it takes to start rendering then this is how your software works and I have no more demands or requests. It has 19 mil polys. A lot of these polys are instances and itoo forests. No more bugging you with phoenix multiple grids and stuff like that. I don't work for you and shouldn't be even doing this anyway because you test your product before releasing it. Just look at the video please. Thank you.

By the way GPU 2 started processing something in the video even though only GPU1 and 3 are the only ones enabled. GPU rendering reminds me a never ending maze. CPU is slower but it finds its way. Slower you go faster you will get there ;)
Attachments
otoy 3ds max eval times.MOV
(15.78 MiB) Downloaded 2556 times
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paride4331
Octane Guru
Posts: 3813
Joined: Fri Sep 18, 2015 7:19 am

HI coilbook,
i'm not sure your issues all depends on Octane, look at my video:
52 mil polys, no instanced, Octane renders In a matter of seconds.
As I asked you could you try this please?
viewtopic.php?f=80&t=70062&start=40#p355577
Regards
Paride
Attachments
time-rendr.mp4
(7.58 MiB) Downloaded 2545 times
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
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Jolbertoquini
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Posts: 1067
Joined: Sun Aug 31, 2014 7:08 am
Location: London
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roeland wrote:
Jolbertoquini wrote:Hi Guys,

I checked cryptomatte with a lot scenes and computers:

*For preview is better is not crashing anymore when we try to preview the pass.
*Crashing when we try to save EXR
*Crashing when we render on batcth render
*Black dots after settings changed doesn't fixed then.

The only way to get working and save is, when I have only the instance cryptomatte , and everything is working, is definitely a problem with the other information when we are saving the output.

OBJ Id version of the cryptomatte is much better but as mentioned still crashing when we save out the output.

Cheers,
JO
Do you have a scene which can reproduce this problem?
I can't share our production scenes, I tested with at least 10 different scenes. I can see if I can find a way to share a scene where we have the problem, but I have the same issues with the benchmark scenes from Otoy. Preview is working while saving on batchrender or manually crashs on different machines

Cheers,
JO

UPDATE: I just add the scene from benchmark here, just render a preview and save as EXR "Zips" and 16Bit Crash while saving same on Batchrender.

I figure out one turn around to make work without crash...It's really weird when my settings on the scene are : "denoiser" activated aswell the pass "noise". The scene is working fine, Octane saves the output without crash on Batch render and preview.. please try by yourself. :)
Attachments
benchmark_Cryptomatte.orbx
Here the scene
(89.05 MiB) Downloaded 238 times
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coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

paride4331 wrote:HI coilbook,
i'm not sure your issues all depends on Octane, look at my video:
52 mil polys, no instanced, Octane renders In a matter of seconds.
As I asked you could you try this please?
viewtopic.php?f=80&t=70062&start=40#p355577
Regards
Paride

Thanks I'll try. What about the scene I sent you a month ago. It had lots of itoo forests and it took forever to load. I will send another one soon.

Also when using out of core that's when a lot of problems happen. If you look at the images attached you will see gaps. And then where the gap is GPU2 kicks in (it is not even enabled in octane. It is a display GPU)

is it related to slow data transfer of mesh and textures from RAM to VRAM? Also 8k displacement I think contributes to crashes.
Attachments
spikes  (2).jpg
spikes  (1).jpg
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Notiusweb
Licensed Customer
Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

I tried to render an ABC animation through Batch Render, and RC2 kept crashing. It would render the first frame, and then stall as it tried to render the 2nd. RC2 would just crash.
So then I loaded it again, saved it, tried it in RC1, and it works.
Also FYI, I had created the scene in RC2, so it wasn't that there was old RC1-ish stuff going on. I thought RC1 might give an error that the scene was created in a later version, but no, no issue.

Now, in RC1 I had issues when I tried to resize the imported unit scale for the ABC, this would make it crash in RC1.
But, I did not resize (ie Meters to Centimeters, using the wrench icon) in this case.
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
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Notiusweb
Licensed Customer
Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

I think some of the odd performance issues we have seen in RC2 are due to the fact that Anime Kernel, Upscaling, Substrates, and Polarization are not added in yet.

Otoy - You have to include those all in on the next release in order for all of the other things to work.
A UE4 plugin I know would certainly rectify any current Cryptomatte or Alembic issue.
:twisted:
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

It seems that a lot of these problems are related when using out of core with video cards that have different amount of vram like one slave has 2 titans with 11 gb and 2 1080s with 8. Not for sure but otoy should test it.
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roeland
OctaneRender Team
Posts: 1823
Joined: Wed Mar 09, 2011 10:09 pm

Jolbertoquini wrote:
roeland wrote:
Jolbertoquini wrote:Hi Guys,

I checked cryptomatte with a lot scenes and computers:

*For preview is better is not crashing anymore when we try to preview the pass.
*Crashing when we try to save EXR
*Crashing when we render on batcth render
*Black dots after settings changed doesn't fixed then.

The only way to get working and save is, when I have only the instance cryptomatte , and everything is working, is definitely a problem with the other information when we are saving the output.

OBJ Id version of the cryptomatte is much better but as mentioned still crashing when we save out the output.

Cheers,
JO
Do you have a scene which can reproduce this problem?
I can't share our production scenes, I tested with at least 10 different scenes. I can see if I can find a way to share a scene where we have the problem, but I have the same issues with the benchmark scenes from Otoy. Preview is working while saving on batchrender or manually crashs on different machines

Cheers,
JO

UPDATE: I just add the scene from benchmark here, just render a preview and save as EXR "Zips" and 16Bit Crash while saving same on Batchrender.

I figure out one turn around to make work without crash...It's really weird when my settings on the scene are : "denoiser" activated aswell the pass "noise". The scene is working fine, Octane saves the output without crash on Batch render and preview.. please try by yourself. :)
Thanks, we will fix this in one of the next releases.
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