Render Fails after Scene Load

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treddie
Licensed Customer
Posts: 739
Joined: Fri Mar 23, 2012 5:44 am

Here is a copy of the log file, and a screencap of the CUDA state:
octane 1.25 140113 174014.log
(437 Bytes) Downloaded 99 times
CUDA State.jpg
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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roeland
OctaneRender Team
Posts: 1823
Joined: Wed Mar 09, 2011 10:09 pm

The answer is in the log file. Your scene takes too much memory. You can try to reduce image texture size, and make sure textures which don't contain colours are loaded using greyscale image nodes rather than RGB image nodes.

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Roeland
treddie
Licensed Customer
Posts: 739
Joined: Fri Mar 23, 2012 5:44 am

Just discovered something interesting about the problem. If I do NOT connect either a texture environment or daylight, and have just the lights in my studio setup, the problem happens. If I then also connect up either texture environment or daylight, the problem goes away.
Win7 | Geforce TitanX w/ 12Gb | Geforce GTX-560 w/ 2Gb | 6-Core 3.5GHz | 32Gb | Cinema4D w RipTide Importer and OctaneExporter Plugs.
treddie
Licensed Customer
Posts: 739
Joined: Fri Mar 23, 2012 5:44 am

I am confused, though. The memory bar shows I have plenty of memory. And why would the problem go away simply by going inside a group and popping back out again...The size of the texture memory space has not changed.
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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roeland
OctaneRender Team
Posts: 1823
Joined: Wed Mar 09, 2011 10:09 pm

That's possible. The closer you get to using all memory, the more probability one of the memory allocations fail. This can happen a bit randomly, there is no way to avoid that. And if there is not enough memory Octane will stop uploading at some point, so the memory usage shown may be only half your scene.

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Roeland
treddie
Licensed Customer
Posts: 739
Joined: Fri Mar 23, 2012 5:44 am

Well, once I get it to recover, it does seem to render everything when I let it run. I have not seen any missing textures, or visible glitches. Even when the failure occurs and 95% of the bar is filled.
Win7 | Geforce TitanX w/ 12Gb | Geforce GTX-560 w/ 2Gb | 6-Core 3.5GHz | 32Gb | Cinema4D w RipTide Importer and OctaneExporter Plugs.
treddie
Licensed Customer
Posts: 739
Joined: Fri Mar 23, 2012 5:44 am

Problem seems fixed in v1.28. :)
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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