I do have a quick question regarding NVLink. Is there a difference in running NVLink on consumer cards (Geforce) versus Quadros in Octane? Afaik they support NVLink with TCC mode on but I'm not sure how the implementation in Octane works.
OctaneRender™ 2020.1 RC1 [superseded by 2020.1 RC2]
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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.
Sweet, its nice seeing these releases pop out, thank you for the hard work devs 
I do have a quick question regarding NVLink. Is there a difference in running NVLink on consumer cards (Geforce) versus Quadros in Octane? Afaik they support NVLink with TCC mode on but I'm not sure how the implementation in Octane works.
I do have a quick question regarding NVLink. Is there a difference in running NVLink on consumer cards (Geforce) versus Quadros in Octane? Afaik they support NVLink with TCC mode on but I'm not sure how the implementation in Octane works.
It looks like my scene cause crash because of huge amount of 8K textures and NVlink doesn't support memory pooling for such type of data. I sent test scene to "karu". It would be great if Octane support NVlink for textures too because in most ArchViz situations textures are the main problem with VRam usage. And as I know "other" renderer support NVlink memory pooling for all scene data from more than half yearmojave wrote:We will look into this, thank you.SSmolak wrote:NVLink memory pooling for RTX 2080ti still doesn't work
Architectural Visualizations http://www.archviz-4d.studio
regard to the nvlink
I tried to put a nvlink bridge (2 slot which is for quadro 6000) on 2 of my 2080ti adapters,
the sli function can be actived in windows through nvidia control panel,
the peer is appeared successfully in the octane's preference/device panel
for a large scene, it seems the p2p start working, but unfortunatly fails finally,
it is just on the way.
I tried to put a nvlink bridge (2 slot which is for quadro 6000) on 2 of my 2080ti adapters,
the sli function can be actived in windows through nvidia control panel,
the peer is appeared successfully in the octane's preference/device panel
for a large scene, it seems the p2p start working, but unfortunatly fails finally,
it is just on the way.
Supermicro 4028GR TR2|Intel xeon E5 2697 V3| windows 10| revit 2019 |Titan V+ Quadro GV100+RTX 2080 Ti
Oops, sorry. I tried several times to upload the orbx file, but the forum keeps cutting it off at about the halfway point. The file is 492 MBytes in size.mojave wrote:The OCS itself did work but it doesn't contain any assetsgrimm wrote:Thanks, that makes sense.mojave wrote: RT cores provide acceleration for just triangles at this stag. I think you wanted to share an ORBX package instead?Did the OCS file not work? I'm still curious as to why the file doesn't render as fast as the 4.05 version of SA does? That way I know how to adjust it for the new version.
JasonThis is why I asked for the ORBX for testing what you report. Thanks for your help.
Jason
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
The Random Walk medium still shows seams when two materials are used on the same object. This is a regression from the old node. It seems to happen even with no textures and a duplicate material node. See screenshots.
Last edited by abstrax on Tue Apr 07, 2020 12:24 am, edited 1 time in total.
Reason: This has been logged as ticket #3985.
Reason: This has been logged as ticket #3985.
Hello,
I don't know if this is a known issue or is a bug in this version. However, I noticed that when I render using Network rendering options, the final image is divided into squares with some dark and some light, meaning that the output of both rendering machines are not matched. I use the latest nVidia drivers on both machines which are one running Windows 10 and the other running Linux Centos 7. Both machines have dual 2080TI cards installed and both are running Octane 2020.1 RC1. I used Houdini to kickoff the render on the Centos mahine with the Windows 10 PC running Octane 2020.1 RC in Slave mode.
Any suggestion why this might be happening?
Thanks...
I don't know if this is a known issue or is a bug in this version. However, I noticed that when I render using Network rendering options, the final image is divided into squares with some dark and some light, meaning that the output of both rendering machines are not matched. I use the latest nVidia drivers on both machines which are one running Windows 10 and the other running Linux Centos 7. Both machines have dual 2080TI cards installed and both are running Octane 2020.1 RC1. I used Houdini to kickoff the render on the Centos mahine with the Windows 10 PC running Octane 2020.1 RC in Slave mode.
Any suggestion why this might be happening?
Thanks...
We would need some more information to be able to reproduce this, would you be able to share your device settings/headroom, etc. as well as the scene itself or some hints about how to get to this point?jimho wrote:regard to the nvlink
I tried to put a nvlink bridge (2 slot which is for quadro 6000) on 2 of my 2080ti adapters,
the sli function can be actived in windows through nvidia control panel,
the peer is appeared successfully in the octane's preference/device panel
for a large scene, it seems the p2p start working, but unfortunatly fails finally,
it is just on the way.
Thank you.
As per the latest NVidia drivers while writing these lines the only difference is that multiple NVlink setups are just supported for Quadro cards. This seemed to work in the past for some users but NVidia confirmed it is not supported and will not be in the foreseeable future.nejck wrote:Is there a difference in running NVLink on consumer cards (Geforce) versus Quadros in Octane? Afaik they support NVLink with TCC mode on but I'm not sure how the implementation in Octane works.
Does this happen by any chance just when you enable RTX acceleration support in the device settings? We have internally solved a few issues that didn't make it into this release that could be causing this. Would you be able to share this scene or a trimmed down version we can use to test your report? Thank you.Dmikucki wrote:The Random Walk medium still shows seams when two materials are used on the same object. This is a regression from the old node. It seems to happen even with no textures and a duplicate material node. See screenshots.
-The settings for the workstation :mojave wrote:We would need some more information to be able to reproduce this, would you be able to share your device settings/headroom, etc. as well as the scene itself or some hints about how to get to this point?jimho wrote:regard to the nvlink
I tried to put a nvlink bridge (2 slot which is for quadro 6000) on 2 of my 2080ti adapters,
the sli function can be actived in windows through nvidia control panel,
the peer is appeared successfully in the octane's preference/device panel
for a large scene, it seems the p2p start working, but unfortunatly fails finally,
it is just on the way.
Thank you.
M/B:supermicro x10DRG-Q, CPU: 2x E5-2680v4, RAM:128G RECC , GPU: 4x Asus 2080ti turbo version, NVlink bridge: 2slot for Nvidia quadro 6000, only 2 2080ti is bridged
-Octane Settings:
RTX: off, out of core: off, network rendering: off, GPU head room 800MB(1024MB is the maxmum for my hardware settings)
during the process I may changed these switches on and off, and finally the image I post appears...
-The scene
the scene as displayed contains 44Million triangles: there are trees and a piece of carpet, which contains half of the triangular counts,
the orbx file is about 4GB, obviously too big to be uploaded, and may not worthy, since the carpet is made of 3ds max's hair and fur, the 3dsmax file is small enough and good for transmitting, in 3dsmax to adjust the parameter "hair count" you can get as many triangles as you want (a disaster for project yet good for testing)
so Iam uploading the carpet max file instead of the orbix
(BTW, some version for 3dsmax plugin will fail when convert the fur, need to use a right version...) Jim
Supermicro 4028GR TR2|Intel xeon E5 2697 V3| windows 10| revit 2019 |Titan V+ Quadro GV100+RTX 2080 Ti

