OctaneRender for Modo (Linux) 2.24.2 [STABLE]

Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

Moderator: face_off

JohnMesh
Licensed Customer
Posts: 38
Joined: Fri Sep 26, 2014 9:36 am

This is the actually state it looks like (at least for us) in modo:

Image

Is there a way we could check the logs manually?
JohnMesh
Licensed Customer
Posts: 38
Joined: Fri Sep 26, 2014 9:36 am

Ahhh guessing the console icon helped:

Code: Select all

Started logging on 08.11.14 04:22:19

OctaneRender version 2.06 (2060000)

Failed to load preferences from "/usr/foundry/foundry-home/Modo801/.OctaneRender/preferences_v2"
Failed to load preferences from "/usr/foundry/foundry-home/Modo801/.OctaneRender/preferences"
CUDA error 999 on device 4294967295: An unknown internal error occurred.
    -> failed to initialise CUDA driver API
CUDA error 999 on device 4294967295: An unknown internal error occurred.
    -> failed to initialise CUDA driver API
The $PATH /usr/foundry/foundry-home/Modo801/ has full read/write permissions by the user

Code: Select all

lspci -v | NVIDIA
        VGA compatible controller: NVIDIA Corporation GK110GL [Quadro K6000] (rev a1) (prog-if 00 [VGA controller])
        Subsystem: NVIDIA Corporation Device 1036
        Flags: bus master, fast devsel, latency 0, IRQ 118
        Memory at fa000000 (32-bit, non-prefetchable) [size=16M]
        Memory at e0000000 (64-bit, prefetchable) [size=256M]
        Memory at f0000000 (64-bit, prefetchable) [size=32M]
        I/O ports at d000 [size=128]
        [virtual] Expansion ROM at fb000000 [disabled] [size=512K]
        Capabilities: <access denied>
        Kernel driver in use: nvidia

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dpkg -l | grep nvidia
ii  nvidia-340                                                  amd64        NVIDIA binary driver - version 340.46
ii  nvidia-340-dev                                              amd64        NVIDIA binary Xorg driver development files
ii  nvidia-340-uvm                                              amd64        NVIDIA Unified Memory kernel module
ii  nvidia-cuda-dev                                             amd64        NVIDIA CUDA development files
ii  nvidia-cuda-doc                                             all          NVIDIA CUDA and OpenCL documentation
ii  nvidia-cuda-gdb                                             amd64        NVIDIA CUDA GDB
ii  nvidia-cuda-toolkit                                         amd64        NVIDIA CUDA toolkit
ii  nvidia-opencl-icd-340                                       amd64        NVIDIA OpenCL ICD
ii  nvidia-prime                                                amd64        Tools to enable NVIDIA's Prime
ii  nvidia-profiler                                             amd64        NVIDIA Profiler for CUDA and OpenCL
ii  nvidia-settings                                             amd64        Tool for configuring the NVIDIA graphics driver
ii  nvidia-visual-profiler
Image
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face_off
Octane Plugin Developer
Posts: 15715
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

John - the icons are obviously missing - which is either an installer issue or an installation problem.

Cuda error 999 is a generic error that could mean anything. Start with deleting your Modo801.cfg (you will need to re-authenticate), and disable all other Modo plugins. Is Octane Standalone working on that PC?

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
JohnMesh
Licensed Customer
Posts: 38
Joined: Fri Sep 26, 2014 9:36 am

Hi Paul,

i would really like to help out here but there are few things i would need to know then:

The installer itself seems to install the icons needed:

Code: Select all

ls -LR.:
Configs  extra  index.cfg  resrc

./Configs:
OctaneRenderForModo_Forms.CFG  OctaneRenderForModo_Menu.CFG

./extra:
701

./extra/701:
64

./extra/701/64:
liboctane.so  octane.dat  OctaneRenderForModo.lx

./resrc:
ABSORPTION_MEDIUM node.png  Devices.png                    MATERIAL_DIFFUSE node.png      pickfocus_button.png         SCHLICK_PHASE_FUNCTION node.png  TEXTURE_SPECTRUM node.png
Add_Octane_Override.png     Duplicate_Node.png             MATERIAL_GLOSSY node.png       pickmaterial_button.png      Select_all_Nodes.png             Textures.png
Animate.png                 Duplicate_Octane_Override.png  MATERIAL_MIX node.png          pickrenderregion_button.png  setupwindowButton.png            TRANSFORM node.png
camera_button.png           EMITTER_BBODY node.png         MATERIAL_TRANSPARENT node.png  pickwhitebalance_button.png  splashscreen.png                 Untitled.png
Convert_to_Diffuse.png      EMITTER_TEXTURE node.png       nogeometryupdates.png          PORTAL node.png              TEXTURE_ALPHA node.png           VALUE BOOL node.png
Convert_to_Emitter.png      environment_button.png         noupdates.png                  Preview.png                  TEXTURE_BITMAP B&W node.png      VALUE FLOAT node.png
Convert_to_Glossy.png       Export.png                     octane_icons.png               refresh_button.png           TEXTURE_BITMAP node.png          VALUE INT node.png
Convert_to_Specular.png     Images.png                     onoff_button.png               resume_button.png            TEXTURE_GRADIENT node.png        VALUE MATRIX node.png
cudadevices_button.png      Instance_Octane_Override.png   openviewport_button.png        Save_as_Preset.png           TEXTURE_PROCEDURAL B&W node.png  viewportnavigation_button.png
cudalog_button.png          kernel_button.png              OpenViewport.png               save_button.png              TEXTURE_PROCEDURAL node.png
Delete_unused_Nodes.png     Log.png                        pause_button.png               SCATTERING_MEDIUM node.png   TEXTURE_SPECTRUM B&W node.png
Is there anything missing inside these $PATH structure?

Octane Standalone is working fine here, no problems at all.

Is there a way i could add a DEBUG flag to octane for modo to help you out this issue?
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face_off
Octane Plugin Developer
Posts: 15715
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Is there anything missing inside these $PATH structure?

Octane Standalone is working fine here, no problems at all.

Is there a way i could add a DEBUG flag to octane for modo to help you out this issue?
John - I see the problem with the Icons - and will post a fix shortly. In the meantime, if you copy the attached file into the ./resrc folder, it should also fix the problem.

Regarding the 999 problem - do you have any other rendering plugins installed in Modo? Are you able to provide a list of installed plugins pls?

Thanks

Paul
Attachments
setup_form_icons_32.png
setup_form_icons_32.png (36.26 KiB) Viewed 6497 times
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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abstrax
OctaneRender Team
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Location: Auckland, New Zealand

Regarding the error "failed to initialise CUDA driver API":

This error means that Octane can't initialize the CUDA API, which is done once at the very beginning. We've seen it now in various plugins and so far it seems to be caused by some other plugin that also uses CUDA/OpenCL on NVIDIA GPUs. Unfortunately we don't know why that happens. The CUDA API is provided by the CUDA library that comes with the graphics driver. Since a few people have reported this problem recently, and we never saw it before, my best guess would be that the driver you are using has some issue when different functions of the same process (but different modules) try to initialize the CUDA API.

-> Maybe try a different driver.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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face_off
Octane Plugin Developer
Posts: 15715
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

I have refreshed the installer at the top of this thread with:

2.12.1.37
- Compiled with Octane 2.12
- Fixed Linux installer issue which resulted in the Setup window button icons to be missing

2.11.1.36
- Added current render pass name to the Viewport window title (it is omitted if rendering viewing the Beauty pass)
- "Reload Mesh Each Frame When Animating" property no longer need "Live Geometry Update" ticked in order to be accessed

2.11.1.35
- Fix issue with render statistics displaying the wrong render pass
- When rendering an animation, if "Load All Frames Into Octane" is ticked, ALL Meshes are treated as having "Live Geometry Update" ON (so the initial load time is fractionally longer, but then only the Octane Placement nodse need to be updated each frame)
- When rendering an animation, if "Load All Frames Into Octane" is ticked, Meshes, Mesh Instances and Replicator transforms are all loaded into the Octane timeline, so animate (however only Mesh item are rendered with object motion blur), and only the Mesh vertex positions from the first frame are loaded (so animated morphs will not render). This mode minimises the "Reload" time between frames, but does not render object motion blur for instances and replicators, and does not render morph animation
- Added "Reload Mesh Each Frame When Animating" property for Meshes. If ticked, the vertices of this Mesh item will be reloaded each frame when rendering an animation when "Load All Frames Into Octane" is ticked (however the resulting mesh will not render with object motion blur - since the transform is not changing).

2.11.1.34
- Fixed projection mapping issue with Planar mapping in the X and Z axis
- Fixed a number of issues resulting in incorrect frame numbers being displayed when rendering animations

2.11.1.33
- Fixed issue where saving as Multi-layer EXR in animations was saving the frame prior to all passes finishing rendering
- Added the Render Pass name currently being rendered to the Render Statistics

2.11.1.32
- Added ability to save Multi-layer (untonemapped) EXR from the Save button
- Added ability to save specify Multi-layer (untonemapped) EXR when rendering an animation. IMPORTANT: YOU MUST SET START SAMPLES (in the Render Passes panel) to 1 in order for rendering animation passes to work correctly

2.11.1.31
- Compiled against Octane 2.11.1
- The render statistics in the Setup form now show the statistics for the current pass being viewed
- Fixed Octane error popping during rendering animations
- Fixed bug where if "Load All Frames Into Octane" unticked, mesh items with "Live Geometry Update" unticked would not be animated when rendering an animation
- Added Highlight Compression to the Imager settings (see Standalone release notes for details)
- Changes to render passes as per Octane Standalone
- Added additional Color Correction node pins (see Standalone release notes for details)
- Added new Noise texture node (see Standalone release notes for details)
- Added additional kernel pin Static Noise (see Standalone release notes for details)

2.10.0.30
- Finished merging all UI buttons into one texturemap - so this will hopefully resolve the slight Modo preview window navigation lag when the Setup panel is open
- Compiled against Octane 2.10.
- From Standalone 2.10 release notes: Improved sampling in the direct lighting and path tracing kernels. This becomes very important after specular reflections / refractions and in scenes with emitters.
- From Standalone 2.10 release notes: Replaced the path termination strategy with a new one. -> The pin P_RR_PROB replaced by P_PATH_TERM_POWER. If some dark patches stay too noisy too long, lower the value, which will slow down rendering, but cause Octane to spend more time on those areas.
- From Standalone 2.10 release notes: Added new option "Coherent mode" to the direct lighting and path tracing kernels. This will introduce some "blotchiness" in the first samples, but that usually goes away fairly quickly and it speeds up rendering quite a bit since the CUDA threads have a higher coherency. All three changes together speed up path tracing so much that in most cases it should be as fast or faster than 1.55.
- Addition of Render Passes button to the Setup and Viewport controls. Enable a render pass, then select that render pass to view with the "Select Viewport Render Pass" button in that panel
- When saving a render from the Viewport, the currently viewed render pass will be saved
- Rendering animations is now disabled if in Viewport Navigation mode
- MISSING: Addition of option to save "EXR All Passes". This will be added once an API issue has been resolved. Need to also add "All Passes EXR" to the animation save format options in the Preferences
- Changed Imager->Dithering default to OFF
- Added new Turbulence pins "Use Turbulence" (see Standalone doco for details), "Gamma" and "Invert"

2.6.0.29
- Fixed issue with Modo Cylindrical Projection mode. Z axis Cylindrical projection does not correctly match when there is a non-zero UV Rotation (I suspect due to a Modo issue rather than the plugin).
- Fixed issue where rendering animation with the Daylight environment was not setting the sun vector after frame 1

2.6.0.28
- The Octane fov is now calculated from the Modo Film Fit - so the Viewport should match the Modo preview window extents. Credit to Funk for providing the forumla.

2.6.0.27
- Removed warning added in 2.6.0.26
- Fixed issue where Octane Overrides in the root of the Shader Tree would not update in the Viewport when adding or deleting Octane node connections
- Started merging Setup panel button icons into one PNG file to reduce Modo preview window navigation lag when the Setup panel is open

2.6.0.26
- Resolved issue where updating an Octane material which was in a group with an item tag in the Shader Tree was stopping the Viewport updating
- Resolved issue where pressing 'tab' (instead of 'enter') would not process the channel change in the Octane Veiwport

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
JohnMesh
Licensed Customer
Posts: 38
Joined: Fri Sep 26, 2014 9:36 am

Thanks for that update. Works like expected :-)

Image

We are going to test this now in detail and feddback.
JohnMesh
Licensed Customer
Posts: 38
Joined: Fri Sep 26, 2014 9:36 am

From what i can say for now (we had some really busy days left behind) this is working fine here on or linux box.
Would be great to checkout the latest version and see how improvements works out.
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face_off
Octane Plugin Developer
Posts: 15715
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Thanks John - I will do a release of the plugin with Octane 2.16 in the next week. It has been delayed due to the need for the latest Nvidia drivers to be used (and in installing these on my Mint 17 system has proven to be non-trivial).

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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