Hey,
There is a persistent problem with Octane when you open Houdini and try to launch IPR with any ROP node that is available in the dropdown menu. I usually get a crash or an error that relates to GPU memory.
In order to make the ROP switching not crashable, I need to start the IPR with the render button first, after it's loaded (it loads the first ROP in the list), then I can switch ROPs without problems.
OctaneRender 2022.1 for Houdini production build 2022.1.1.0
Moderator: juanjgon
Hi, I'm going to have a look into this problem, but I'm not usre how to reproduce it.lavrenovlad wrote:Hey,
There is a persistent problem with Octane when you open Houdini and try to launch IPR with any ROP node that is available in the dropdown menu. I usually get a crash or an error that relates to GPU memory.
In order to make the ROP switching not crashable, I need to start the IPR with the render button first, after it's loaded (it loads the first ROP in the list), then I can switch ROPs without problems.
Can you please describe (maybe with a screen shot) what you mean by "try to launch IPR with any ROP node that is available in the dropdown menu"? Which dropdown menu are you referring to? Which IPR are you using ("Custom OpenGL", "MPlay", or "Qt5")? Which platform is this on (Linux, Windows, MacOS)?
Thanks,
Toby.
- lavrenovlad
- Posts: 123
- Joined: Fri Mar 29, 2019 7:11 pm
QT5 IPR has "ROPs" dropdown menu, I am talking about it. When you open a project and straight away launch IPR by choosing one of the ROPs available the ROP scene won't load, it gives a memory error which shouldn't happen because it doesn't make sense. I am on windows. The problem appears in any project that is quite heavy with textures, animated instances, packed primitives etc. In fact the latest versions of Octane are so horrible, I couldn't render out a project in the last two days because of frequent crashes. I am on Windows as well the farm I've used. You could try to launch any scene that has some kind of complexity and you can find all the bugs and instabilities yourself, they are quite apparent if you use the engine.
Also Octane somehow managed to chomp all the memory for no reason when I tried to use 4K textures. I had a pack of a few hundred 4K textures that I used in 75 materials, and their overall weight was only 150mb, but octane somehow managed to make them take 20GB of VRAM when I didn't even use any displacement maps there. I had to downres everything to 2K to not have a mental breakdown.
Also Octane somehow managed to chomp all the memory for no reason when I tried to use 4K textures. I had a pack of a few hundred 4K textures that I used in 75 materials, and their overall weight was only 150mb, but octane somehow managed to make them take 20GB of VRAM when I didn't even use any displacement maps there. I had to downres everything to 2K to not have a mental breakdown.
Viewport is correct.
Sure! Here's the scene:
https://disk.yandex.ru/d/G3se7tDyTNGoCg
Thanks!
N.B.
Works in this way:

Sure! Here's the scene:
https://disk.yandex.ru/d/G3se7tDyTNGoCg
Thanks!
N.B.
Works in this way:
- lavrenovlad
- Posts: 123
- Joined: Fri Mar 29, 2019 7:11 pm
Can you share your email so I can drop you some scenes?
Thanks for that. It looks like the volume contains three grids, one of which has a different transform to the other two. Was the volume imported from a VDB file? If it was then please share the VDB and I'll look into whether Octane core can handle it.Angelos wrote:Viewport is correct.
Sure! Here's the scene:
https://disk.yandex.ru/d/G3se7tDyTNGoCg
Thanks!
- HandcraftedMedia
- Posts: 70
- Joined: Thu Jan 10, 2019 12:15 am
If you're using axiom, it'll save out some of the grids (like vel) at half res, which octane does not seem to like and will display the volume offset. To resolve that you can either remove the halfres grids (via blast node) or set axiom to export those at full res.