
OctaneRender® 1.024 beta 2.49 TEST (lin/mac/win) [OBSOLETE]
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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.
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.
- infernoVFX
- 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 PMC 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
Pathtracing PMC 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

All the best,
Voja
Asus rampage III extreme, i7 950 OC 4GHz, Kingston 12GB DDR3, WD VelociRaptor 300gb, 2x WD Black 640gb, Asus ENGTX 580//
Gigabyte P67A UD7 B3, i7 2600K OC 5GHz! Mushkin Blackline 16GB DDR3, OCZ vertex3 SSD, WD black 1TB, MSI GTX 580 lightning OC 993MHz!
Gigabyte P67A UD7 B3, i7 2600K OC 5GHz! Mushkin Blackline 16GB DDR3, OCZ vertex3 SSD, WD black 1TB, MSI GTX 580 lightning OC 993MHz!
Not a bug but a limitation. And to quote Radiance for a workaround: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...
"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
... to be precise, a limitation of CUDA, not Octane ;)Zay wrote:Not a bug but a limitation.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...:(
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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2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
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
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
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
My GTX 460 has suddenly only 400 MB of memory 
I cannot render older projects that require more memory:

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
cgmo.net
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
cgmo.net
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?