OctaneRender® beta 2.43 (lin/mac/win) [OBSOLETE]

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abstrax
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matej wrote:Gah!, this is still present.. :(

When I load a saved material macro which has an embedded image, use it in the scene, save the scene, then reload that scene - sometimes it works, sometimes it complains that it didn't succeeded to load the embedded image. Problematic file attached.

Please: make it so that if it cant load or find images, the texture is replaced by some default and the scene continues to load - currently this bug effectively corrupts your whole scene file. Until this is 100% fixed, we cant use our .ocm material database, without the fear that it will corrupt our work.

Or make and option that for .ocm intended for local use, the images are just linked from outside, not embedded in the .ocm (it wastes space, it's not flexible and has problems reloading).
Hmm, not good. Do you know a way to reproduce this problem? Because I don't know due to which action the images get lost, so I can't fix it.

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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matej
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abstrax wrote:Do you know a way to reproduce this problem? Because I don't know due to which action the images get lost, so I can't fix it.
I tried to reproduce it right now; I created a new (empty - no .obj) scene and a simple macro with a .png texture attached to diffuse color. Then I saved the macro in an .ocm and imported it again in the scene. I saved and reloaded two times and it worked without a problem. But then I added a mesh to the scene (chess set) and saved it (without connecting the macros to the mesh). The next time I reloaded, it became corrupted.

All relevant files are attached in the zip.

Is there a way to edit scene xml and replace the embeded image part with something else (like a RGB node) so it will be possible to rescue corrupted scene files, until this is fixed?
test3.zip
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YoonKyung
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abstrax wrote:
YoonKyung wrote:I did run multiple GPU mode, with Octane beta 2.43 | 4 x GTX580 | CUDA 3.2 driver | Windows XP 64 bit,
and got about 60Msps performance. What's up? So I tried with one GTX580 and got about 15Msps.


Did you use the CUDA 3.0 build? If yes, then that's expected. Actually it's even better than I would expect. If you used the CUDA 3.2 build then that would be surprising.

Cheers,
Marcus
I am using ....win32_cuda32.zip, So I am confusing now.

And, if it would be even better than you would expect, that would be because I am using Full HD resolution.
If you use large scenes, you can get more performance, at multi GPU environments.
Last edited by YoonKyung on Wed Feb 09, 2011 9:38 am, edited 5 times in total.
Win7 64 | 2x XEON | 12GB | 8x GTX580
Win7 64 | 2x XEON | 12GB | 8x GTX580
Win7 64 | 2x XEON | 12GB | 8x GTX580
Win7 64 | 2x XEON | 12GB | 8x GTX580
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matej
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matej wrote: Is there a way to edit scene xml and replace the embeded image part with something else (like a RGB node) so it will be possible to rescue corrupted scene files, until this is fixed?
Ok, I succeeded to rescue the scene by replacing the embedded path to the image with the path on the disk
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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abstrax
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matej wrote: I tried to reproduce it right now; I created a new (empty - no .obj) scene and a simple macro with a .png texture attached to diffuse color. Then I saved the macro in an .ocm and imported it again in the scene. I saved and reloaded two times and it worked without a problem. But then I added a mesh to the scene (chess set) and saved it (without connecting the macros to the mesh). The next time I reloaded, it became corrupted.

All relevant files are attached in the zip.

Is there a way to edit scene xml and replace the embeded image part with something else (like a RGB node) so it will be possible to rescue corrupted scene files, until this is fixed?
Thanks for that. It's really helpful :) And you already answered your own question.

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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matej
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While I'm playing with the materials for the competition, I downloaded Kubo's wood material from the LiveDB, accidentally saved it with my test scene, and on reload:
slika-1.png
That .jpg is from the said material from the LiveDB
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bepeg4d
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i was playing with materials and i think i have found a very strange issue.
my intent was to make an emitter material with mix node controlled by an alpha image.
in the material ball all works perfectly but when i go back to the mash node unfortunately octane become unpredictable, i attach the scene file and some capture screen that surely better explain the problem instead of my nasty english
ciao beppe
test-alphaemitter.zip
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hhnguyen
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Could someone please tell me how to find down what my CUDA version is? I have Windows 7 and GTX-260

Thanks
hhnguyen
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Could someone please tell me how to find out what CUDA version my PC has? :| I have Windows 7 and GTX260

Thanks
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kiwimage
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In Octane :
hhnguyen wrote:Could someone please tell me how to find out what CUDA version my PC has? I have Windows 7 and GTX260
Hi !

In Windows 7 :

Right click on your computer desktop, then go to Nvidia control panel (or wathever it's called in english, i have a french version).

go to Help / system informations / components
Under the "3D parametres", you should see a line called NVCUDA.DLL with the driver version and product name.

In Octane :
click on "file", then "account preferences", then "cuda devices"
Titan Black + GTX 580-3go / Win 7 pro 64 bits / C4DR14 with integrated plugin / Blender / Octane standalone /
website : http://www.kiwimage.com
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