Testing in Mac with instance heavy scene (forest). Found same behavior as before in Windows, except worse. It takes two minutes to load all the objects (that's normal), then it takes two minutes to update the GPU (I imagine that could be normal for the first frame although I would hope it would dramatically reduce on further frames), but then It renders the first frame of the sequence as pure black and then claims to be rendering the second frame, hanging. Nothing happens after that. Aborting works without crashing, but I cannot get this to render the sequence at all.
F9 as above, after about four minutes it renders plain black frame.
IPR works okay. Strange.
OctaneRender™ 2.1 for LightWave™ BETA 2
Moderator: juanjgon
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I will test this issue at office in Monday, but I think that here it works fine. Anybody else has this problem?BorisGoreta wrote:Octane newtork is still not remembering settings so I still need to activate it every time I start LW, is there a way I could help to debug this ?
-Juanjo
Also the render window reports 0 Memory used.
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Could be possible get this scene to test it here? ... I think that something could be broken in the "render by time" feature with the new render passes features. Can you test the scene rendering "by max. samples" to see if it works fine?hdace wrote:Testing in Mac with instance heavy scene (forest). Found same behavior as before in Windows, except worse. It takes two minutes to load all the objects (that's normal), then it takes two minutes to update the GPU (I imagine that could be normal for the first frame although I would hope it would dramatically reduce on further frames), but then It renders the first frame of the sequence as pure black and then claims to be rendering the second frame, hanging. Nothing happens after that. Aborting works without crashing, but I cannot get this to render the sequence at all.
F9 as above, after about four minutes it renders plain black frame.
IPR works okay. Strange.
Other question ... has your scene the motion blur enabled in camera options panel?, and how many object MB steps do you have in the render target settings? ... if you have the default 6, please try your scene with only 2? ... this should make the loading times a lot faster.
-Juanjo
Okay, it's working now. You were right about the time limit vs. max samples thing. I switched to max samples and it's not hanging anymore. I estimate that the updating GPUs deal has decreased by about 45 seconds to just 1.15 per frame. So that's obviously better than before. It would be nice if it were even faster, but I can live with it.juanjgon wrote:Could be possible get this scene to test it here? ... I think that something could be broken in the "render by time" feature with the new render passes features. Can you test the scene rendering "by max. samples" to see if it works fine?hdace wrote:Testing in Mac with instance heavy scene (forest). Found same behavior as before in Windows, except worse. It takes two minutes to load all the objects (that's normal), then it takes two minutes to update the GPU (I imagine that could be normal for the first frame although I would hope it would dramatically reduce on further frames), but then It renders the first frame of the sequence as pure black and then claims to be rendering the second frame, hanging. Nothing happens after that. Aborting works without crashing, but I cannot get this to render the sequence at all.
F9 as above, after about four minutes it renders plain black frame.
IPR works okay. Strange.
Other question ... has your scene the motion blur enabled in camera options panel?, and how many object MB steps do you have in the render target settings? ... if you have the default 6, please try your scene with only 2? ... this should make the loading times a lot faster.
-Juanjo
Sorry, there are about five different reasons why I can't send you the scene.
Motion blur is NOT enabled in Camera Options. And the MB steps was already at 2, not that it mattered since it was off.
Thanks so much for your hard work, Juanjo --Hal
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I wonder if it's possible to control the colors of object or material ID somehow? I thought I'd test that and the ground plane and one of the moving objects are both very similar in color, both are dark reds. A tiny bit different shade of dark red.
Modo & LightWave 3D | Win 10 x64 | RTX 2080 Ti | Threadripper 2920x | 128GB
This is great, Juanjo! Thank you!
Do you have documentation on how to use the multi-layered EXR output? I'm not figuring it out yet.
Thanks!
Billy
Do you have documentation on how to use the multi-layered EXR output? I'm not figuring it out yet.
Thanks!
Billy
Thanks for the information. Next week I am going to build a complex scene here with heavy instances to try to reproduce your problem with the time limit rendering. There are same changes in the plugin rendering control code, and as you can see, there is a problem with the "render by time" feature. Thanks for report it.hdace wrote: Okay, it's working now. You were right about the time limit vs. max samples thing. I switched to max samples and it's not hanging anymore. I estimate that the updating GPUs deal has decreased by about 45 seconds to just 1.15 per frame. So that's obviously better than before. It would be nice if it were even faster, but I can live with it.
Sorry, there are about five different reasons why I can't send you the scene.
Motion blur is NOT enabled in Camera Options. And the MB steps was already at 2, not that it mattered since it was off.
Thanks so much for your hard work, Juanjo --Hal
-Juanjo
Sorry, I think that currently it is not possible to set the material IDs colors in Octane.OlaHaldor wrote:I wonder if it's possible to control the colors of object or material ID somehow? I thought I'd test that and the ground plane and one of the moving objects are both very similar in color, both are dark reds. A tiny bit different shade of dark red.
-Juanjo