Thanks
OctaneRender® 1.024 beta 2.48c TEST (lin/mac/win) [OBSOLETE]
Forum rules
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.
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.
no hassle, the workaround is perfect (2 seconds typing and solved
), thanks for your fast answer, about the render target node, there is no rush, is just one of those things it could come usefull.
Thanks
Thanks
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
- Jaberwocky

- Posts: 976
- Joined: Tue Sep 07, 2010 3:03 pm
abstrax wrote:Maybe (if you want) try to disable Aero and open the same applications again and see if the graphics memory still goes down. By the way, what were the apps you opened?Jaberwocky wrote:Yep using Aero on win 7 64 bit
with
1 screen - 24" 1920 x 1200
1 screen - 17" 1280 x 1024
Cheers,
Marcus
Hi
I'm Back
Well this is very interesting.
If you switch off Aero in win7 and load up various programs over octane.The memory barely fluctuates.Not only that but i am now showing 874mb available on the card after powering 2 displays.
The moral of the story.Turn off Aero in win 7. It doesn't half suck up GPU memory.I have gained around 150MB of Video Card Ram by switching it off!
CPU:-AMD 1055T 6 core, Motherboard:-Gigabyte 990FXA-UD3 AM3+, Gigabyte GTX 460-1GB, RAM:-8GB Kingston hyper X Genesis DDR3 1600Mhz D/Ch, Hard Disk:-500GB samsung F3 , OS:-Win7 64bit
Could you please elaborate on this..abstrax wrote:It's a feature requested by a technology partner. If you set it to 4, the first displayed image after a change will have at least 4 samples per pixel. Usually you don't need it. It may be useful if you have 2 GTX 590 for example. Then all 4 GPUs can contribite to the very first image displayed, which means it will have only half the noise than the image with 1 sample/pixel.acc24ex wrote:What does min_display_samples do?
Cheers,
Marcus
As I do have 4 GPUs, a gtx 590 and two 580s... what happens at the maximum/minimum level, and how does the result look?
3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
Well, try it out and move the camera aroundacc24ex wrote: Could you please elaborate on this..
As I do have 4 GPUs, a gtx 590 and two 580s... what happens at the maximum/minimum level, and how does the result look?
Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
thanks Jaberwocky! knowing that is going to come handy to my current project since I'm tight in the vram side. Freaking windows sucking resources awayJaberwocky wrote:abstrax wrote:Maybe (if you want) try to disable Aero and open the same applications again and see if the graphics memory still goes down. By the way, what were the apps you opened?Jaberwocky wrote:Yep using Aero on win 7 64 bit
with
1 screen - 24" 1920 x 1200
1 screen - 17" 1280 x 1024
Cheers,
Marcus
Hi
I'm Back
Well this is very interesting.
If you switch off Aero in win7 and load up various programs over octane.The memory barely fluctuates.Not only that but i am now showing 874mb available on the card after powering 2 displays.
The moral of the story.Turn off Aero in win 7. It doesn't half suck up GPU memory.I have gained around 150MB of Video Card Ram by switching it off!
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
abstrax wrote:Well, try it out and move the camera aroundacc24ex wrote: Could you please elaborate on this..
As I do have 4 GPUs, a gtx 590 and two 580s... what happens at the maximum/minimum level, and how does the result look?You will see what I mean. The visible noise while changing things should be less but the refresh rate goes down, too, if the max_display_samples is higher than the number of GPUs rendering. As I tried to explain before: It only affects the very first render result after a change, i.e. when the rendering restarts.
Cheers,
Marcus
thx for the explanation, so here's what I found out min_display_sample makes rotating and moving super slow on heavy scene when you turn it up
I guess if I have 4 gpus, I set it to 4, as all of them calculate the first frame at the same time, and should get 4 start samples at the same speed as when starting from sample 1 - when moving around the scene. I guess it makes a difference if you have more gpus, maybe when nvidia starts poping out like 8 core graphic cards, and I get 4 of those i set it at 32 ..
So when you set it at a number, it calculates the samples to the number you have set and then makes the rotate/pan/zoom action - and I thought it's another magical slider that makes the render scene look more pretty
3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
- Jaberwocky

- Posts: 976
- Joined: Tue Sep 07, 2010 3:03 pm
Jaberwocky wrote:well it did for me in the last Beta unless i'm going crazyabstrax wrote:Octane never did that, did it? Did that work in the past?Jaberwocky wrote:Sorry i meant the component names do not appear on the render vewport using the material eyedropper.
They do if you hover the cursor over the scene node pins , just not if you hover the materials eye dropper over the viewport.
Thanks,
Marcus
sorry yes i am going crazy ignore that.I mean when you just hover the cursor over the render preview screen you should get the part names up that the cursor arrow is hovering over , just like you do on the nodes in the node screen.
Not having a good day here.
Marcus
Sorry , my report above was wrong.The Preview render pop ups are working.I was using the l.h.mouse button.I should have been using the r.h.mouse button....OOOPs!!!!
CPU:-AMD 1055T 6 core, Motherboard:-Gigabyte 990FXA-UD3 AM3+, Gigabyte GTX 460-1GB, RAM:-8GB Kingston hyper X Genesis DDR3 1600Mhz D/Ch, Hard Disk:-500GB samsung F3 , OS:-Win7 64bit
2 small details (mini bugs), not 2.48 specific, they are more a keep in mind type of thing. When launched on command line, if there is a spelling error on the output filepath the image won't be saved, could it be done that the render be saved in the project folder or the needed folders be created in those cases?, and the second thing is that when a floattexture is added to the roughness value of a glossy materials it doesn't have the necessary precision to be useful .
Thanks
(all this comes cause I screwed last nights renders output path and found out this morning that Octane did it's job but didn't save it
, it's totally my fault, but since already Octane usually knows better than me, why not add another FOOL-proof feature,
)
Thanks
(all this comes cause I screwed last nights renders output path and found out this morning that Octane did it's job but didn't save it
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
In the past, I asked if we could have a specific render folder in the preferences, in order to separate input files and output files... It would be really usefull, because if you don't set manually a path for each saved image, the project folder is poluted by tons of rendered images. It is tedious !could it be done that the render be saved in the project folder or the needed folders be created in those cases
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
Hm, with the Softimage plugin you can choose a different output folder for the images.ROUBAL wrote:In the past, I asked if we could have a specific render folder in the preferences, in order to separate input files and output files... It would be really usefull, because if you don't set manually a path for each saved image, the project folder is poluted by tons of rendered images. It is tedious !could it be done that the render be saved in the project folder or the needed folders be created in those cases
I wonder me, if the other can´t...
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578

