V4 subs do expose more GPUs with net render - mainly so we can test the waters on how to support something like what this request is asking for - but the issue issue really comes down to support for us. There are so many variables that can explode from a user support perspective when you add network rendering that it's the primary reason we really want to be careful doing this in the monthly subs. This will get way more complicated with NV Link, RTX on/off and other things you can mix and match, even on on the same system, much less over netrender. So for now, we are going to be cautious in how many GPUs we support in first 2018/2019 releases until at least RTX support and NV link are both much more mature and we know what the support requirements will be going forward. It also make sense to dial back max GPU and netrender support for subs if scenes can render 5x faster on a 2080 (RTX on) than on a 1080, as the current RTX benchmark scene is doing (10x faster for info passes).bagel wrote:Thanks for the reply! I was concerned!
I'm just going to leave this here: https://render.otoy.com/requests/?qa=46 ... ense-slave
OctaneRender™ 2018.1 RC4
Forum rules
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.
Hi, I just tested cryptomatte with max plugin, and I have a fringe in comp between two selected materials. Is the problem is in SA too ?
- Attachments
-
- CRY3.jpg (31.46 KiB) Viewed 4035 times
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
Is this speed occurring in strictly rare one-off scenarios though, because in Bench we see 1080 @200+, and 2080Ti @300.Goldorak wrote: It also make sense to dial back max GPU and netrender support for subs if scenes can render 5x faster on a 2080 (RTX on) than on a 1080, as the current RTX benchmark scene is doing (10x faster for info passes).
The speeds are awesome by the way, but 5x 1080 would be 5*200 = 1,000, not 300.
(Or, is the net render slowing down the 1080 such that it never actually reaches 200, and is only performing at @ 60 (30%), and then somehow the 2080 Ti RTX is allowed to go full blast @300 thus you would have 5 x 60 = 300.)
Or, is 2080Ti rendering @1,000?....!!!

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
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Speaking of RTX - I see the videos online of the 4.22 preview Version of Unreal Engine, raytracing with the RTX 2080Ti.
It looks like a glorified raytraced baking system for lighting and and reflection capture...
And the rendered stuff looks nice once baked, but ouch...render-performance-wise, a lot of noise, nothing at all realtime as far as rendering goes. It's only realtime as it was 'baked'.
And why it has to be RTX in UE4 is beyond me, because speed-wise it doesn't look that amazing at all.
But one thing that it seems it will be able to do is utilize the baked scenes in combo with the realtime GI stuff that it already has.
Will Octane's UE4 be integrated similarly into engine such that it can be used in-scene to bake the lighting and reflections, and then you can have the fake GI FX elements of UE4 on top of it?
Or will it be like the Unity plugin, which uses a separate plugin screen, like say 3DS Max or C4D...
Or here's something annoying to ponder....Will Octane's UE4 plugin require RTX also
It looks like a glorified raytraced baking system for lighting and and reflection capture...
And the rendered stuff looks nice once baked, but ouch...render-performance-wise, a lot of noise, nothing at all realtime as far as rendering goes. It's only realtime as it was 'baked'.
And why it has to be RTX in UE4 is beyond me, because speed-wise it doesn't look that amazing at all.
But one thing that it seems it will be able to do is utilize the baked scenes in combo with the realtime GI stuff that it already has.
Will Octane's UE4 be integrated similarly into engine such that it can be used in-scene to bake the lighting and reflections, and then you can have the fake GI FX elements of UE4 on top of it?
Or will it be like the Unity plugin, which uses a separate plugin screen, like say 3DS Max or C4D...
Or here's something annoying to ponder....Will Octane's UE4 plugin require RTX also

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
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
It's hard to say what the scene specific boost for RTX will by the end of 2019.x (the numbers above are the maximum we see today before 2019.1 is even out), but our goal is to work through this year to get RTX performance at these levels for as many scenes as possible. More info here: viewtopic.php?p=357512#p357512Notiusweb wrote:Is this speed occurring in strictly rare one-off scenarios though, because in Bench we see 1080 @200+, and 2080Ti @300.Goldorak wrote: It also make sense to dial back max GPU and netrender support for subs if scenes can render 5x faster on a 2080 (RTX on) than on a 1080, as the current RTX benchmark scene is doing (10x faster for info passes).
The speeds are awesome by the way, but 5x 1080 would be 5*200 = 1,000, not 300.
(Or, is the net render slowing down the 1080 such that it never actually reaches 200, and is only performing at @ 60 (30%), and then somehow the 2080 Ti RTX is allowed to go full blast @300 thus you would have 5 x 60 = 300.)
Or, is 2080Ti rendering @1,000?....!!!
It is now allowing you to do offline rendering with complete material and scene ingestion, and with Octane nodes fully and completely integrated in the existing UE node system (which was a lot of work!). Baking (and light field baking) will come later in the beta. Octane 2019 won't require RTX, but it will render some scenes much faster when RT Core HW is present.Notiusweb wrote:Speaking of RTX - I see the videos online of the 4.22 preview Version of Unreal Engine, raytracing with the RTX 2080Ti.
It looks like a glorified raytraced baking system for lighting and and reflection capture...
And the rendered stuff looks nice once baked, but ouch...render-performance-wise, a lot of noise, nothing at all realtime as far as rendering goes. It's only realtime as it was 'baked'.
And why it has to be RTX in UE4 is beyond me, because speed-wise it doesn't look that amazing at all.
But one thing that it seems it will be able to do is utilize the baked scenes in combo with the realtime GI stuff that it already has.
Will Octane's UE4 be integrated similarly into engine such that it can be used in-scene to bake the lighting and reflections, and then you can have the fake GI FX elements of UE4 on top of it?
Or will it be like the Unity plugin, which uses a separate plugin screen, like say 3DS Max or C4D...
Or here's something annoying to ponder....Will Octane's UE4 plugin require RTX also
RT cores are nice but 40% of render time is still wasted for eval times for a good size scene. And that a lot. Hopefully you guys will come up with faster eval times. The rendner time is small only because we use 20 GPUs but eval times looks big since they render so fast.Goldorak wrote:It is now allowing you to do offline rendering with complete material and scene ingestion, and with Octane nodes fully and completely integrated in the existing UE node system (which was a lot of work!). Baking (and light field baking) will come later in the beta. Octane 2019 won't require RTX, but it will render some scenes much faster when RT Core HW is present.Notiusweb wrote:Speaking of RTX - I see the videos online of the 4.22 preview Version of Unreal Engine, raytracing with the RTX 2080Ti.
It looks like a glorified raytraced baking system for lighting and and reflection capture...
And the rendered stuff looks nice once baked, but ouch...render-performance-wise, a lot of noise, nothing at all realtime as far as rendering goes. It's only realtime as it was 'baked'.
And why it has to be RTX in UE4 is beyond me, because speed-wise it doesn't look that amazing at all.
But one thing that it seems it will be able to do is utilize the baked scenes in combo with the realtime GI stuff that it already has.
Will Octane's UE4 be integrated similarly into engine such that it can be used in-scene to bake the lighting and reflections, and then you can have the fake GI FX elements of UE4 on top of it?
Or will it be like the Unity plugin, which uses a separate plugin screen, like say 3DS Max or C4D...
Or here's something annoying to ponder....Will Octane's UE4 plugin require RTX also
It shouldn't take more than a few seconds to load a 4 million poly scene (which is what it looks like you have ) in V4 or later. Unless your frames render in less than 6 seconds, I suspect there is some overhead int he Max plug-in that is causing the 40% usage, and as before, perhaps we need Cristophe to help look into this. Can you try exporting this to ORBX and run a batch render and see if the eval times are the same?coilbook wrote:
RT cores are nice but 40% of render time is still wasted for eval times for a good size scene. And that a lot. Hopefully you guys will come up with faster eval times. The rendner time is small only because we use 20 GPUs but eval times looks big since they render so fast.
- PolderAnimation
- Posts: 373
- Joined: Mon Oct 10, 2011 10:23 am
- Location: Netherlands
- Contact:
Hi,
We use a script to give an ABC alembic file all the 'thin lens camera' options (see screen shot). So we can adjust the amount of depth of field for example.
The problem with this is that the potion is not going through the node so octane does not know the camera is moving.
So when we use this node we do not have camera motion blur. This there a way we can fix this? Or can we have the thin lens camera option when we load in an ABC of FBX camera?
I attached the script, and screenshot and an file (orbx).
We use a script to give an ABC alembic file all the 'thin lens camera' options (see screen shot). So we can adjust the amount of depth of field for example.
The problem with this is that the potion is not going through the node so octane does not know the camera is moving.
So when we use this node we do not have camera motion blur. This there a way we can fix this? Or can we have the thin lens camera option when we load in an ABC of FBX camera?
I attached the script, and screenshot and an file (orbx).
- Attachments
-
- cameraAnim.orbx
- (77.49 KiB) Downloaded 270 times
-
- pAlembicToOctaneCam.lua
- (3.23 KiB) Downloaded 269 times
Win 10 64bit | RTX 3090 | i9 7960X | 64GB
HiGoldorak wrote:It shouldn't take more than a few seconds to load a 4 million poly scene (which is what it looks like you have ) in V4 or later. Unless your frames render in less than 6 seconds, I suspect there is some overhead int he Max plug-in that is causing the 40% usage, and as before, perhaps we need Cristophe to help look into this. Can you try exporting this to ORBX and run a batch render and see if the eval times are the same?coilbook wrote:
RT cores are nice but 40% of render time is still wasted for eval times for a good size scene. And that a lot. Hopefully you guys will come up with faster eval times. The rendner time is small only because we use 20 GPUs but eval times looks big since they render so fast.
I've already sent two scenes about a month ago. I attached the video. it takes about 18 seconds to eval the scene with 14 mil polys plus itoo forests.
Why cannot you guys develop a very complex scene full of vegetation, displacement ground, vdb fog, etc to test for eval times and bugs.
I think you should work with iToo to optimize loading time of itoo objects especially when camera moves and itoo objects must be reloaded and are locked to a camera view
Thanks
- Attachments
-
- eval times.MOV
- (2.46 MiB) Downloaded 3791 times
Last edited by coilbook on Thu Feb 21, 2019 8:47 pm, edited 1 time in total.