OctaneRender™ 2019.1 XB2

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

haze wrote:
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.

In V3 you guys made Tonemapping checkbox so we could just use 1 and avoid all the GPUs from handling it (some of us were getting crashing otherwise when Post Processing was enabled...
maybe Up-sampling could work smoother if run only off 1 select GPU?...

I am using NVidia 425.31, which now isn't the most recent....let me know if you guys think another driver is safer.
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

Hello, thank you for the awesome innovations, am always happy to give feedback.

1) Render Pass Crash, with Up-Sampling
Okay, here is a test scene where I can reproduce XB2 issues while in Up-Sampling mode
XB2_Cube_RenderPasses.orbx
(22.29 MiB) Downloaded 196 times
Main pass works
MainPass.jpg
Then GPUs go Orange when selecting the Pass tabs
RenderPass.jpg
If I try to go back to Main, it gets weird and just crashes, so I have to stop the scene and restart the render
RenderPass.2.jpg

(2) Render Pass Fringe
While I am at it with the layers, it seems that the pass layers do not ever completely mask out the Main. For some reason there is always a fringe:

For example, at 1080p I render these:
Main Pass
MainPass.3.jpg
Render Layer Mask
RenderLayerMask.3.jpg
Which yields these
Main.2.png
RLMa.2.png
But what happens is that when layered in Premiere Pro, or Photoshop, we get a fringe outline
Result_APPro.2.jpg
Result_PShop.jpg
Now, there are some workarounds for this in the 3rd party applications themselves, but in this case of layer-compositing, what I am concerned with here is that Octane's own produced images are yielding the non-functional result.
I am not focusing on how to use 3rd party apps to make it work. I am looking to see that Octane itself produces the right images to begin with, so that workarounds will not be required.

*Also, Pre-multiplied Alpha and Disable Partial Alpha do not do anything for compositing a main pass with a render pass, they only can help when using Octane's alpha images over a background.
Not only that, but camera-imager does not affect the pass layers at all, so you couldn't somehow tweak the color-space of the white vs black on the pass even if you wanted to...

Can we see if the layer passes can better match and mask the main pass, the passes are awesome but then are problems to work with.

THX!
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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enricocerica
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Joined: Wed Nov 25, 2009 7:32 pm
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I noticed something weird and would like to know if someone else noticed the same behavior.
Increasing the amount of Parallel samples uses more memory but doesn't increase the amount of samples/s.
I'm using DL but noticed the same with pathtracing.
Any thought about that ?
Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
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Notiusweb
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Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

enricocerica wrote:I noticed something weird and would like to know if someone else noticed the same behavior.
Increasing the amount of Parallel samples uses more memory but doesn't increase the amount of samples/s.
I'm using DL but noticed the same with pathtracing.
Any thought about that ?
I play with these a lot (Tiles and Parallel), and I notice working/normal functionality in XB2.
I will note when I use I adjust both of the sliders more so in concert with each other.
I use these to either get more acceleration (for frames) vs higher top speed (for single higher fidelity renders at higher sample targets).

But, sounds like you see no impact other than a higher mem usage, right?
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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wallace
OctaneRender Team
Posts: 188
Joined: Sun Dec 18, 2016 10:38 pm

funk wrote:A weird layer related bug. Both meshes have the same material, which uses a material layer. One renders purple while the other is black

NOTE: If I set this up using a layered material, it works OK. I'm using a base material with specular layer plugged into the material layer pin and this seems to be causing the bug.
calus wrote: I can confirm thin film Layer is broken for legacy Glossy Material in this release, but works fine for other materials.
I have fixed both of these bugs, and they (the fixes) will be in the next release.
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funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Universal material bug: Adding a coating to a highly specular color base, makes the clearcoat look like a mirror instead of a clearcoat

top = coating 0, 0, 0
middle = coating 0.5, 0.5, 0.5
bottom = coating 1, 1, 1
uni_coat_bug.jpg
Load the orbx, select the sphere > universal material and change coating color to see the effect
Attachments
uni_coat_bug.orbx
(149.69 KiB) Downloaded 172 times
Last edited by funk on Sat Jun 22, 2019 9:43 pm, edited 1 time in total.
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
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Universal bug: There is a blue "tint" in this material when albedo is set to 0. If albedo is set to 0.1 it goes away.

It seems like albedo of 0 is creating some transparency/transmission?
uni_trans_bug.jpg
uni_trans_bug.jpg (13.55 KiB) Viewed 3048 times
Load the orbx, select the sphere > universal material and change albedo from 0,0,0 to 0.1,0.1,0.1 to see the problem vanish
Attachments
uni_trans_bug.orbx
(149.41 KiB) Downloaded 172 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
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funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Anisotropic rotation is broken on the Glossy Material. It doesnt do anything at all
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
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Hi otoy,
sometimes large scenes cause BSOD on windows 10 with the following bugcheck. The computer has rebooted from a bugcheck. The bugcheck was: 0x00000133 (0x0000000000000001, 0x0000000000001e00, 0xfffff8004524c378, 0x0000000000000000).

I think it is related to octane, nvidia and large scenes with particles like phoenix fire/smoke. Sometimes slaves have this error, sometimes the master. I can send a dump file if you think it can help you.
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divasoft
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Joined: Thu Jul 01, 2010 3:59 am
Location: Russia
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Hi guys. Can you give an approximate release date with RTX support? I replaced almost of my 1080ti with 2080ti and now I'm working at much lower speed than before.
RTX support is very needed as fast as possible.
Thanks.
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