Hi,
I'm hoping someone can help me with this..
I have 3 bathrooms as an example please see attachments. All of them use the same sorts of materials and are lit by texture environments. All of them were modelled in the same way and all were exported from 3DS Max the same way.
Bathroom SC2 will only render at 2560 pixels. No bigger.
Bathroom SD will only render at 2560 pixels. No bigger.
Bathroom SL will render at 5500 pixels which is the size I need!
Stats for all images are as follows:
SC2 - 353,000 Triangles, 1.01 Ms/sec, 0.21 Fps rendering at 2560 pixels
SD - 2.6 Million Triangles, 0.75 Ms/sec, 0.15 Fps rendering at 2560 pixels
SL - 404,000 Triangles, 5.5Ms/sec, 0.25 Fps rendering at 5500 pixels!!????
I realise SD is a bit poly heavy but i could reduce that but why the difference between SL and SC2? They are virtually the same size in Poly's but won't render the same size. SL also converges a lot faster than SC2 as well.
I think Octane is a fantastic bit of kit but i need to understand why two very similar scenes are so wildly different in render times etc.
Why can't I render these at the same size??
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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.
- PhilEdgar45
- Posts: 9
- Joined: Wed Dec 08, 2010 1:52 pm
The issue that you are probably running into is the limitation on VRAM (aka video memory).
Your NVIDIA GTX 590 only has 1.5 GB VRAM available to Octane. At the large sizes that you are trying to create, you are probably running out of VRAM.
You can try the following:
- Close any other apps that use VRAM. Some modeling packages use VRAM for OpenCL.
- Reduce the # of tris in your scene. If there are meshes that are off camera, you could try and delete them.
- Use the camera tilt shift function to split the render up into smaller chunks and then combine them in an image editing app (e.g., Photoshop).
- Reduce the size of your textures. If you have texture files that are large, then you can try to reduce them.
Your NVIDIA GTX 590 only has 1.5 GB VRAM available to Octane. At the large sizes that you are trying to create, you are probably running out of VRAM.
You can try the following:
- Close any other apps that use VRAM. Some modeling packages use VRAM for OpenCL.
- Reduce the # of tris in your scene. If there are meshes that are off camera, you could try and delete them.
- Use the camera tilt shift function to split the render up into smaller chunks and then combine them in an image editing app (e.g., Photoshop).
- Reduce the size of your textures. If you have texture files that are large, then you can try to reduce them.
Turn off aero, it helped me to gain few more MBs needed to render the picture...
i wonder where in the hell are those 2 600 000 tris on that picture? Are there other parts of the scene, behind the camera? Like when you render one room, but the scene includes entire house... you cant do it this way unfortunately.
EDIT: sorry, youre on XP, so no Aero for you, somehow overlooked that
i wonder where in the hell are those 2 600 000 tris on that picture? Are there other parts of the scene, behind the camera? Like when you render one room, but the scene includes entire house... you cant do it this way unfortunately.
EDIT: sorry, youre on XP, so no Aero for you, somehow overlooked that
Intel Core i7 980x @ 3,78GHz - Gigabyte X58A UD7 rev 1.0 - 24GB DDR3 RAM - Gainward GTX590 3GB @ 700/1400/3900 Mhz- 2x Intel X25-M G2 80GB SSD - WD Caviar Black 2TB - WD Caviar Green 2TB - Fractal Design Define R2 - Win7 64bit - Octane 2.57
- PhilEdgar45
- Posts: 9
- Joined: Wed Dec 08, 2010 1:52 pm
Thanks for the suggestions but i have an update.
I realised since i posted that the SL bathroom scene was put together in 2.44 release while the others were put together using the later 2.46b release.
I have since gone back to the 2.44 release for the SC2 bathroom and rebuilt the scene and can render it at the bigger size that i couldn't in the 2.46b release. Also i have noticed that the noise convergance is far faster for this scene in this release.
I didnt notice a slower noise convergance or slower render times as i upgraded the releases i was using but going back and seeing it in action, it is so obvious.
I have since gone back and done a few tests and have noticed a far more efficient noise reduction and faster rendering in the 2.44 release!! Why would this be? i thought newer releases were supposed to get better.
Can the octane team shed any light on this?
Has anyone else noticed this or done any tests?
I will do some more speed tests using release 2.44 and 2.46b and will post some stats later.
I realised since i posted that the SL bathroom scene was put together in 2.44 release while the others were put together using the later 2.46b release.
I have since gone back to the 2.44 release for the SC2 bathroom and rebuilt the scene and can render it at the bigger size that i couldn't in the 2.46b release. Also i have noticed that the noise convergance is far faster for this scene in this release.
I didnt notice a slower noise convergance or slower render times as i upgraded the releases i was using but going back and seeing it in action, it is so obvious.
I have since gone back and done a few tests and have noticed a far more efficient noise reduction and faster rendering in the 2.44 release!! Why would this be? i thought newer releases were supposed to get better.
Can the octane team shed any light on this?
Has anyone else noticed this or done any tests?
I will do some more speed tests using release 2.44 and 2.46b and will post some stats later.
Win XP 64Bit | Quad Core | GTX 590 | 8GB RAM
Hi Phil,
very nice shots!
which texture enviroment you have used?
thanks
very nice shots!
which texture enviroment you have used?
thanks
Intel Core i7 950\Zotac ION 512 mb, 1 Gainward 780 ti 3 gb\ 12 gb\ W7