I have two bug reports
1. region render does not render region but whole image.
2. Octane has an issue with getting the P_FOCAL_LENGTH pin value from an alembic camera.
We use a scripted graph to get all needed camera info from the alembic camera and plug them into a thinLensCamera node so we can adjust other parameters still.
Up to and including octane 2020.2.1 this works perfect, but in 2020.2.3 the focal length does not seem to get updated when skipping through the timeline.
Attached is an example orbx to showcase the issue. The scripted graph code can be read by opening the orbx in a text editor.
OctaneRender™ 2020.2.3
- PolderAnimation
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Win 10 64bit | RTX 3090 | i9 7960X | 64GB
BUG: Compositing nodes not matching Main Beauty Pass
I ran into an issue with compositing nodes.
When using a "Render AOV output" directly, or through a "Composite AOV output layer", the output should be an exact match to the Main beauty pass.
This is not the case in my attached scene and screenshots:
There appears to be some kind of clipping (?) causing levels to be different in 1 AOV, and colors to change in the other.
NOTE: You'll need to make sure the ACES OCIO config is set in preferences.
I ran into an issue with compositing nodes.
When using a "Render AOV output" directly, or through a "Composite AOV output layer", the output should be an exact match to the Main beauty pass.
This is not the case in my attached scene and screenshots:
There appears to be some kind of clipping (?) causing levels to be different in 1 AOV, and colors to change in the other.
NOTE: You'll need to make sure the ACES OCIO config is set in preferences.
You do not have the required permissions to view the files attached to this post.
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
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
Hi Funk, I've found the two problems (clipping extremely saturated colors and missing scaling of post processing). With the fixes (which should be in the next release) all three images match exactly. For posterity, OCIO isn't actually required to produce the issues if you use an intermediate value of "Saturate to white".funk wrote:BUG: Compositing nodes not matching Main Beauty Pass
I ran into an issue with compositing nodes.
When using a "Render AOV output" directly, or through a "Composite AOV output layer", the output should be an exact match to the Main beauty pass.
This is not the case in my attached scene and screenshots:
There appears to be some kind of clipping (?) causing levels to be different in 1 AOV, and colors to change in the other.
NOTE: You'll need to make sure the ACES OCIO config is set in preferences.
- enricocerica
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I tried to reproduce the problem to include the log and surprisingly I can't reproduce this issue I got for several months.bepeg4d wrote:Hi Enrico,
could you share a screenshot of the log window after/during crash?
ciao Beppe
I gradually added all my video cards while rendering and was astonished to see that I got no failed one ...
Tried several times and no, seems to work fine.
I think I updated to the last Nvidia drivers recently and maybe some Windows updates too ...
Very confused but happy as well

Hope it will stay.
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
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
Hi Enrico,
great
Yes updating Win 10 to 2004 or greater is crucial for stability with recent Nvidia drivers.
Happy GPU rendering,
ciao Beppe
great

Yes updating Win 10 to 2004 or greater is crucial for stability with recent Nvidia drivers.
Happy GPU rendering,
ciao Beppe
- PolderAnimation
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NEVERMIND THIS POST
I also want to ask again for the functionality to make searching for node (when creating them) faster. For example Nuke and Houdini use the TAB menu. When pressing TAB you can start typing and the node you are searching for appears. This works incredible intuitive and fast and works way better than right mouse button click and looking through a whole menu and finding you nodes.
I already posted this in the feature request and a lot of people like the idea.
https://render.otoy.com/requests/?qa=46 ... how=46#q46
I also want to ask again for the functionality to make searching for node (when creating them) faster. For example Nuke and Houdini use the TAB menu. When pressing TAB you can start typing and the node you are searching for appears. This works incredible intuitive and fast and works way better than right mouse button click and looking through a whole menu and finding you nodes.
I already posted this in the feature request and a lot of people like the idea.
https://render.otoy.com/requests/?qa=46 ... how=46#q46
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Last edited by PolderAnimation on Wed May 12, 2021 9:41 am, edited 2 times in total.
Win 10 64bit | RTX 3090 | i9 7960X | 64GB
Press SpacePolderAnimation wrote:I also want to ask again for the functionality to make searching for node (when creating them) faster. For example Nuke and Houdini use the TAB menu. When pressing TAB you can start typing and the node you are searching for appears. This works incredible intuitive and fast and works way better than right mouse button click and looking through a whole menu and finding you nodes.
I already posted this in the feature request and a lot of people like the idea.
https://render.otoy.com/requests/?qa=46 ... how=46#q46
Win 10 64bit // GTX 4090 + GTX 3090 // 5900x // 64GB // SideFX Houdini // C4D
- PolderAnimation
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- Joined: Mon Oct 10, 2011 10:23 am
- Location: Netherlands
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wauw... thanks. just out of curiosity how long is this feature in octane?galleon27 wrote:Press SpacePolderAnimation wrote:I also want to ask again for the functionality to make searching for node (when creating them) faster. For example Nuke and Houdini use the TAB menu. When pressing TAB you can start typing and the node you are searching for appears. This works incredible intuitive and fast and works way better than right mouse button click and looking through a whole menu and finding you nodes.
I already posted this in the feature request and a lot of people like the idea.
https://render.otoy.com/requests/?qa=46 ... how=46#q46
Win 10 64bit | RTX 3090 | i9 7960X | 64GB
You most likely have deep pixel rendering enabled or some Cryptomatte passes. In both cases the interactive render region doesn't work, which is currently a limitation. We hope to have that limitation removed at some point in the future, but didn't have the chance to do that yet.PolderAnimation wrote:I have two bug reports
1. region render does not render region but whole image.
If you could post an example of this problem, that would be very helpful. Thanks.2. Octane has an issue with getting the P_FOCAL_LENGTH pin value from an alembic camera.
We use a scripted graph to get all needed camera info from the alembic camera and plug them into a thinLensCamera node so we can adjust other parameters still.
Up to and including octane 2020.2.1 this works perfect, but in 2020.2.3 the focal length does not seem to get updated when skipping through the timeline.
Attached is an example orbx to showcase the issue. The scripted graph code can be read by opening the orbx in a text editor.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra