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Re: OctaneRender for Modo (Linux) 2.06 [TEST]
Posted: Sat Nov 08, 2014 3:26 am
by JohnMesh
This is the actually state it looks like (at least for us) in modo:
Is there a way we could check the logs manually?
Re: OctaneRender for Modo (Linux) 2.06 [TEST]
Posted: Sat Nov 08, 2014 3:37 am
by JohnMesh
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
Code: Select all
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

Re: OctaneRender for Modo (Linux) 2.06 [TEST]
Posted: Sat Nov 08, 2014 4:25 am
by face_off
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
Re: OctaneRender for Modo (Linux) 2.06 [TEST]
Posted: Sun Nov 09, 2014 5:48 pm
by JohnMesh
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?
Re: OctaneRender for Modo (Linux) 2.06 [TEST]
Posted: Sun Nov 09, 2014 10:04 pm
by face_off
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
Re: OctaneRender for Modo (Linux) 2.06 [TEST]
Posted: Mon Nov 10, 2014 4:39 am
by abstrax
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.
Re: OctaneRender for Modo (Linux) 2.12.1 [TEST]
Posted: Mon Nov 10, 2014 4:49 am
by face_off
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
Re: OctaneRender for Modo (Linux) 2.12.1 [TEST]
Posted: Mon Nov 10, 2014 5:37 pm
by JohnMesh
Thanks for that update. Works like expected
We are going to test this now in detail and feddback.
Re: OctaneRender for Modo (Linux) 2.12.1 [TEST]
Posted: Tue Dec 30, 2014 5:09 am
by JohnMesh
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.
Re: OctaneRender for Modo (Linux) 2.12.1 [TEST]
Posted: Tue Dec 30, 2014 9:11 pm
by face_off
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