OctaneRender 2020.2 LightWave Production build 2020.2.4.0
Moderator: juanjgon
- pixelsmack
- Posts: 112
- Joined: Wed Jun 11, 2014 6:31 pm
The projects I work on are classified military. So I can not. My hopes in reporting these issues are that others see and reports similar.. simple content never seems to reveal this. It’s only the complex multi object rigs with many unique items along with clones that cause this.
Last edited by pixelsmack on Tue Jun 29, 2021 1:46 pm, edited 1 time in total.
Can't you make simple scene to reproduce problem/BUG ?pixelsmack wrote:The projects I work on are classified military. So I can not. My hopes in reporting these issues are that others see and reports similar.
--
Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090
Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090
- pixelsmack
- Posts: 112
- Joined: Wed Jun 11, 2014 6:31 pm
One thing I have found. This seems to only be happening on the 32-core/64 threadripper. The 24-core/48 threadripper wasn’t doing this.. I will disable multi thread scene extraction and see if this is a possible cause.
- pixelsmack
- Posts: 112
- Joined: Wed Jun 11, 2014 6:31 pm
Juanjgon. Are Multi-threaded Scene Extraction and RTX saved in the Lightwave scene? Or is this a global Octane config value? I ask because I am using LW Octane render nodes (LWSN). Those settings do not seem to be in their "octane_node.cfg" which made me wonder if those were LWS saved values?
"null"
"null"
1
2
300
"C:\Program Files\NewTek\LightWave_2020.0.3\3P\TFD\TFD_loader_64.p"
"null"
"null"
1
2
300
"C:\Program Files\NewTek\LightWave_2020.0.3\3P\TFD\TFD_loader_64.p"
- pixelsmack
- Posts: 112
- Joined: Wed Jun 11, 2014 6:31 pm
I have been able to reproduce the issue on both of my machines. Not just the 32-core. I really wish I could provide content. I don't know the level of complexity required to trip this bug. I tried making a test scene in a practical amount of time and it did not cause the issue.
I rolled back to LW Enterprise Octane 2.3.1 and Enterprise render node 2.3. This seems to solve the vanishing object issue.
My setup again: Two computers. 24 and 32 core Threadrippers. Windows10 Pro, 3090 in each with Studio Driver 471.11, Deadline to launch LWSN. Octane Enterprise 2.3 node. LW Enterprise Octane 2.3.1.
I rolled back to LW Enterprise Octane 2.3.1 and Enterprise render node 2.3. This seems to solve the vanishing object issue.
My setup again: Two computers. 24 and 32 core Threadrippers. Windows10 Pro, 3090 in each with Studio Driver 471.11, Deadline to launch LWSN. Octane Enterprise 2.3 node. LW Enterprise Octane 2.3.1.
This is a good question. You are right, the RTX acceleration is disabled by default, so it is also disabled in the LWSN nodes. I'll change that for the next build, enabling this feature by default. The multi-thread scene extraction is enabled in LWSN by default.pixelsmack wrote:Juanjgon. Are Multi-threaded Scene Extraction and RTX saved in the Lightwave scene? Or is this a global Octane config value? I ask because I am using LW Octane render nodes (LWSN). Those settings do not seem to be in their "octane_node.cfg" which made me wonder if those were LWS saved values?
Thanks,
-Juanjo
- NemesisCGI
- Posts: 111
- Joined: Sat Apr 06, 2013 3:18 am
pixelsmack wrote:I am seeing objects dropping more with this build. I can resubmit the scene 5-times. Each time it's a different object that is dropped. But once the object that is dropping happens, its that same object each time for that render. I have two Octane render nodes. Both with a 3090. Both up to date for drivers, Windows, etc. I turned off the Octane instancing of nulls and clones. I've been doing this to fix the issue where this can cause object drops. It's always been a 100% failsafe. Now with this build, objects are dropping out nearly every render. No errors in the log. Rolling back....
I'm willing to bet the issue is polygons with more than four sides. That can create this problem, so check your meshes.
Shaun.
Win 7 pro 64bit GTX780
- pixelsmack
- Posts: 112
- Joined: Wed Jun 11, 2014 6:31 pm
The object and texture drops seem to only happen when doing LWSN octane node rendering. The objects or textures they drop are always random. It’s very bizarre. I think there’s some issue with the LWSN version of octane. F9s/F10s don’t see the issue any where as much if at at all.
- wavesoflight
- Posts: 14
- Joined: Wed Feb 14, 2018 2:32 pm
Hi,
I'm trying to get the new Chaos node to work, but it doesn't seem to work the way I was expecting. Am I setting it up incorrectly or is this a bug?
So, in LW Layout, I have created a 10m x 10m plane. I've given it a seamless texture, and projected that onto the plane, scaling it (using a projection node) to 1m x 1m:
But when I attach the chaos node between the image node and Albedo input on the the universal material node, I get this:
It doesn't matter what I change in the Chaos Node settings, I cannot get it to display the size and detail of the original texture.
Also, show structure doesn't display the black triangles at all.
I'm using LW 2015.3 and RTX 3090.
I'm trying to get the new Chaos node to work, but it doesn't seem to work the way I was expecting. Am I setting it up incorrectly or is this a bug?
So, in LW Layout, I have created a 10m x 10m plane. I've given it a seamless texture, and projected that onto the plane, scaling it (using a projection node) to 1m x 1m:
But when I attach the chaos node between the image node and Albedo input on the the universal material node, I get this:
It doesn't matter what I change in the Chaos Node settings, I cannot get it to display the size and detail of the original texture.
Also, show structure doesn't display the black triangles at all.
I'm using LW 2015.3 and RTX 3090.