OctaneRender® 1.024 beta 2.49 TEST (lin/mac/win) [OBSOLETE]

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Saramary
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I don't know, bug or not bug, but I have 3GB cards, scene takes 497MB only, and I got this. I need ALL these textures in that scene (each one is important for entire scene), I have GPU memory for it, but can't have it in scene...:(
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Win 8.1 x64, i7-4930K 64GB, 2 x GTX-690
infernoVFX
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Posts: 92
Joined: Fri Oct 15, 2010 4:48 pm

Greetings, i have a bug to report. Portal doesn't work with the pathtracing, here's the images:

Pathtracing
OctanePTwPortals.png
PMC
OctanePMCwPortals.png
It's exactly the same scene, just different rendering engine and these are the results.... BTW i didn't have any problems ruining this version, no extra firewall setup

I love what you did with the direct lighting, that defuse option paired with the occlusion that respects transparency is a pure awesomeness :). Now, if we get a 32-bit output in the next version it will be a huge step forward - Great job Refractive team

All the best,
Voja
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chrissi
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sorry if that question was already asked, but could you say date or at leat guess when the 2.5 beta will be released? :)
Zay
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Saramary wrote:I don't know, bug or not bug, but I have 3GB cards, scene takes 497MB only, and I got this. I need ALL these textures in that scene (each one is important for entire scene), I have GPU memory for it, but can't have it in scene...:(
Not a bug but a limitation. And to quote Radiance for a workaround:
"Some tips:

* Use grayscale where needed, eg use a floatimage to load any image type regardless of colour on channels that don't require it, eg bump, spec, alpha etc...
* use alpha in a RGBA texture instead of another extra separate floatnode, eg you can load a RGBA png into one RGBA alphaimage node (for A) and one imagenode (for RGB), they will use the same texture internally of the 64 RGBA textures possible, as long as it's from the same image file (eg png).
* consolidate multiple textures into one larger image, recompute your UVs (some 3d packages offer tools to do this)
* use procedurals where appropriate (you can have an infinite amount), good for repetitive bump maps etc..."
Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser
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t_3
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Joined: Tue Jul 05, 2011 5:37 pm

Zay wrote:
Saramary wrote:I don't know, bug or not bug, but I have 3GB cards, scene takes 497MB only, and I got this. I need ALL these textures in that scene (each one is important for entire scene), I have GPU memory for it, but can't have it in scene...:(
Not a bug but a limitation.
... to be precise, a limitation of CUDA, not Octane ;)

AFAIK there are a max. number of 64 image and 32 float textures, as well as 4/4 HDRI rgba and greyscale textures possible.
The obvious is that which is never seen until someone expresses it simply

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funk
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Location: Australia

Fantastic work guys! The new GI mode is great.

I hope you can get color bounces working on glossy materials (as mentioned in the other thread). That should get it looking very close to path tracing.

Keep up the awesome work :)
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
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matej
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Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

My GTX 460 has suddenly only 400 MB of memory :shock:
oct-mem.jpg
I cannot render older projects that require more memory:

Code: Select all

CUDA device 0: Not enough memory to allocate buffer of 15399600 bytes for texture 11
CUDA device 0: KERNEL FAILED!!!
CUDA device 0: Not enough memory to allocate buffer of 15399600 bytes for texture 10
CUDA device 0: KERNEL FAILED!!!
ERROR: Program executed illegal instruction.. terminating
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
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matej
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Location: Slovenia

Also, why is the GUI in 2.49 (again, like in older 2.3) so sluggish? In 2.47 is quite responsive and smooth even on higher render resolutions, but in 2.49 is laggy already on lower resolutions. It also consumes 100% of all my CPU cores when rendering (2.47 uses only one core at 100% during rendering).
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
mikiboyz
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Joined: Wed Jul 27, 2011 11:15 am

Thank you :D
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Refracty
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In older versions it was easier to work with CPU/Ram based Modelling Packes parallel. No Octane seems to keep the CPU busy while rendering. Any ideas why?
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