OctaneRender™ 2019.1 XB2

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funk
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Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Connecting a Toon Material to a Layered Material's "Base Material" pin gives this error:

Code: Select all

Started logging on 17.06.19 15:56:20

OctaneRender Enterprise 2019.1 XB2 (6000001)

unexpected node type 121
unexpected node type 121
It also seems to hang Octane for a while if you try to stop the viewport. Restarting gives this error:

Code: Select all

device 0: failed to bind device to thread, since it's already bound
device 0: failed to initialize context
device 0: failed to bind device to thread, since it's already bound
device 0: failed to initialize context
After closing standalone, the process doesnt die and cant be killed in task manager either. GPU-Z shows 100% GPU load
toon_to_layered_error.png
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
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funk
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Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Can someone explain how the composite material "material 1 mask" can be used?

It doesn't seem to do anything no matter what greyscale color value I use, since there is no layer "under" it
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
calus
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Location: Paris

funk wrote:Can someone explain how the composite material "material 1 mask" can be used?

It doesn't seem to do anything no matter what greyscale color value I use, since there is no layer "under" it
Right, it doesn't seem to have any purpose or effect, or even being evaluated.
I guess we can just ignore it for the moment.
Pascal ANDRE
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Notiusweb
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Found bug where sometimes Batch Render won't catch the application of AI Upsampling on the saved image. It will show it rendering, but then the frames are without the AI Upsampling, jagged.
Then other times it catches it fine, not aware of any pattern why this is.
I do know where in cases when it happened I had stopped the batch and then started up again.
When it worked, it was the 'first run' of the batch since opening the application.
So a workaround is to turn off Octane, open application up again, load the scene fresh and then run Batch.

Maybe something to do with the timing of the saved image, because either they all get saved with AI, or none do.
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
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Actually I am finding that with Up-Sampling enabled, I can't use any passes, Octane becomes unstable and either sends GPUs to orange, where I have to restart the scene, but then it goes orange again as soon as I try to render with passes, or just outright crashes like it does when saving an EXR or PNG 16-bit.
So essentially, passes don't work with up-sampling.
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
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I made a Ginormous discovery -
When I just use only my main Titan Xp on the Mobo, I get NO issues with any of things I have been yapping about related to crashing-
1) Saving EXR, 16 bit PNG
2) GPUs going orange-warning when changing AI-sampling modes
3) not being able to use Render passes with up-sampling

BUT - as soon as I enter in either my 1 Titan X Pascal, which is also on Mobo, or my 6 external Titan X Pascals connected on PCI 1x USB 3.0 risers, I get the issues...

In fact, with just 1 Titan X Pascal, either on Mobo or external, things fail. For example, with render passes when using up-sampling GPU gets the red warning that it failed.

Almost as if XB2 can't work right with Titan X Pascal.
Now, XB1 had no Titan X Pascal issues, so this is very interesting, weird, and most importantly...

FUN :mrgreen:
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
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Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

calus wrote:
funk wrote:Can someone explain how the composite material "material 1 mask" can be used?

It doesn't seem to do anything no matter what greyscale color value I use, since there is no layer "under" it
Right, it doesn't seem to have any purpose or effect, or even being evaluated.
I guess we can just ignore it for the moment.
Not exactly the same, but I have found in general that all of the render pass masks do not match the item being masked. If you actually use them for compositing there is always an outline.
Now, if you use a straight PNG with alpha over a background, it works great...BUT, this is good for single images.
But for an animation, where you would want to compose a mask video layer and perhaps have >2 layers with masked items in front back of a main layer, the render pass masks are useless because they don't match what is rendered in Main pass. Octane does not have good render pass masking for some reason. (This would be Render Layer Mask, Object Color, Object ID, Render Layer ID, etc)
Render Layer Mask.jpg
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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haze
OctaneRender Team
Posts: 1003
Joined: Sun Feb 08, 2015 8:57 pm

Notiusweb wrote:I made a Ginormous discovery -
When I just use only my main Titan Xp on the Mobo, I get NO issues with any of things I have been yapping about related to crashing-
1) Saving EXR, 16 bit PNG
2) GPUs going orange-warning when changing AI-sampling modes
3) not being able to use Render passes with up-sampling

BUT - as soon as I enter in either my 1 Titan X Pascal, which is also on Mobo, or my 6 external Titan X Pascals connected on PCI 1x USB 3.0 risers, I get the issues...

In fact, with just 1 Titan X Pascal, either on Mobo or external, things fail. For example, with render passes when using up-sampling GPU gets the red warning that it failed.

Almost as if XB2 can't work right with Titan X Pascal.
Now, XB1 had no Titan X Pascal issues, so this is very interesting, weird, and most importantly...

FUN :mrgreen:
Thanks, this is helpful. I am using a Titan X Pascal exclusively for rendering so it is likely something else. We will figure it out.
FrankLIU
OctaneRender Team
Posts: 29
Joined: Sun Nov 13, 2016 9:18 pm

funk wrote:CUDA crash toggling shadow catcher pin on and off

1. Load the orbx and select the render target to start rendering
2. Select the mat1 nodegraph > diffuse material
3. Toggle shadow catcher on/off a few times

Code: Select all

Started logging on 17.06.19 10:05:27

OctaneRender Enterprise 2019.1 XB2 (6000001)

CUDA error 719 on device 0: unspecified launch failure
  -> failed to wait for event
device 0: path tracing kernel failed
Thanks for this feedback.

I am going to test the scene using the latest code,
because there have been a lot of code changed happened after xb2
FrankLIU
OctaneRender Team
Posts: 29
Joined: Sun Nov 13, 2016 9:18 pm

Notiusweb wrote:Actually I am finding that with Up-Sampling enabled, I can't use any passes, Octane becomes unstable and either sends GPUs to orange, where I have to restart the scene, but then it goes orange again as soon as I try to render with passes, or just outright crashes like it does when saving an EXR or PNG 16-bit.
So essentially, passes don't work with up-sampling.
Hey notiusweb,

thank you very much for your feedback

Because I have done a overhaul on the upsampler code and it totally changed the way how it will process the films,
Can you please share a demo scene with a pass stack, so that i can check it using the latest code?

Thanks
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