OctaneRender™ Standalone v1.0 beta2.58e (obsolete)

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roeland
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gbambo wrote:So the Kepler build works, but my 3ds Max plugin still fails. Is there a Kepler build of the plugin? I was expecting the standalone fix would be all I need and that the plugin made calls out to the standalone. Guess that is not true?
No, the plugin uses a different build than the standalone, it is included in the plugin release.

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Roeland
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pixelrush
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Location: Nelson, New Zealand

Roeland,
Any chance you could do an 2.58f following along from the recent copy/paste Xmas present to allow the user to allocate the total number of textures as they wish (as discussed in a thread here previously). I think this would be a good usability enhancement while we wait patiently for a few months for instancing. I'm guessing/hoping it wouldn't be too much work. After that would make a good place to pause and publish a stable I think. ;)
i7-3820 @4.3Ghz | 24gb | Win7pro-64
GTS 250 display + 2 x GTX 780 cuda| driver 331.65
Octane v1.55
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roeland
OctaneRender Team
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No, this version is intended to be the final commercial 2.58 release.

We have planned some work on the texturing system, but this will come in a next release, before or after instancing depending on how long it takes to finish instancing.

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Roeland
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pixelrush
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Yeah ok. Pity, I think many people looking to buy Octane perceive this to be an *issue* and it neednt be quite as restrictive as it is.
See you again then when ever instancing arrives.... ;)
i7-3820 @4.3Ghz | 24gb | Win7pro-64
GTS 250 display + 2 x GTX 780 cuda| driver 331.65
Octane v1.55
gbambo
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Does "it is included in the plugin release" refer to Kepler support in the plugin? Because it hangs for me.

If there is not Kepler support in the plugin, could you suggest when there might be?
4-core 6gb | Win 7 x64 | nVidia GeForce GTX 670 4gb | 3ds Max Design 2013 | OctaneRender Plugin 1.0 Beta 2.58e Kepler build
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smicha
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Location: Warsaw, Poland

gbambo wrote:I am running this under Windows 7 x64 with an nVidia 301.42 WHQL driver and a GeForce GTX 670 - 4mb video card. It merely announces "GTX 670 (failed)" while displaying a uniform grey screen.
http://www.refractivesoftware.com/forum ... 14&t=21272

if it helps...
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
treddie
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Everything is fixed. Woohoo!
Bubtest, No Headpad, C4D Clean Now (View 1, 2, 3).jpg
These images do not show any of the prior issues. To do it, I adjusted my work flow so that Lightwave is no longer in the loop. Even though this means extra vertices in the OBJ file that Creo exports (these have nothing to do with the normals), I will just have to accept the larger file size. So now I go the following route:
CREO > C4D > Octane.

To make it work though, I have to go around C4Ds import function and use Riptide's importer. This makes it possible to get around C4D's faulty importer. But then I cannot use Riptide's exporter. It crashes Octane! So I use the OctaneExporter to get the file out of C4D and ready for Octane.

Thank you Roeland for your help on the "watercolor" problem. And thanks go out to Proupin and Jaberwocky, for suggesting Riptide and MeshLab, respectively. Although I am n ot using MeshLab at this point, it could very well get me out of a trouble spot in the future, so it is now part of my toolkit.

As soon as I add the fabric headpad and get my textures completed for the helmet and put it in the studio setup I made, I will post some final renders.
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Win7 | Geforce TitanX w/ 12Gb | Geforce GTX-560 w/ 2Gb | 6-Core 3.5GHz | 32Gb | Cinema4D w RipTide Importer and OctaneExporter Plugs.
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ROUBAL
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Hello, I have noticed that I can't render beyond 7000x7000 in square format or 8192x6000, so it seems that there is a limit around 49 MB.

My ocs scene only requires 1191MB of 2877MB available on my 3GB VRAM cards, and I only use 37 % of my system RAM.

Same result with Octane 1.0258c, 1.0258e and 1.0257, but as the scene has been saved with recent 1.0258e, it may be normal in 1.0257.

However, almost the same scene (a vehicle I am modelling, with small detail variation) saved in 1.0258c shows the same problem.

In the past I rendered at full 8192x8192 without trouble.

Any idea ?
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.
eidy
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Location: Bucharest

Hi
I hope this posting lands where it should be.
The only reason I broke my usual silence (as my Octane is gathering "rust" from a severe lack of work) IS to tell you that :

Octane Render version 2.58e (beta or release they seem to be one and the same) IS CONSIDERABLY SLOWER ON MY MACHINE (dual opteron 252 + 8800GTX + 4GBRAM / all drivers WHQL and up to date & no overclocking of any kind)

EXAMPLE:

Octane version 2.57 scores in the benchmark scene : 2.28Msamples/s (direct lighting) & 0.64Msamples/s (path tracing)
Octane version 2.58e scores in the benchmark scene : 1.57Msamples/s (direct lighting) & 0.42Msamples/s (path tracing)
aprox. 65-70% drop in performance

Dind't bother to try any other drivers for the gpu (now using CUDA 4.2 & 301.42 WHQL - latest 300 WHQL series, to my knowledge) as it does not seem to be a problem for the older version of Octane

Don't get me wrong ... I very much appreciate all the new features and improvements, BUT not at the expense of speed (or compatibility with "older" gpu's - a.k.a 8800GTX / or newer drivers) without visibly higher changes in quality.
Thanks for your time and patience and ...
PLEASE HELP ;) !
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roeland
OctaneRender Team
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Joined: Wed Mar 09, 2011 10:09 pm

Someone else reported a similar slowdown, it seems to be a problem on 8xxx, 9xxx and 2xx GPU's, see this thread.

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Roeland
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