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Re: TITAN Black: Memory Issue
Posted: Sat Jan 03, 2015 4:40 pm
by TonyBoy
With a 'physical' based renderer, you need an invisibility cloak.
Re: TITAN Black: Memory Issue
Posted: Sat Jan 03, 2015 7:55 pm
by abstrax
TonyBoy wrote:With a 'physical' based renderer, you need an invisibility cloak.
I assume he/she wants to hide some emitters in reflections, which can be done by setting opacity of the emitter to 0. But of course, it could be something else.
Re: TITAN Black: Memory Issue
Posted: Sat Jan 03, 2015 8:57 pm
by enigmasi
I think windows/cinema4d/octane causes some temporary vram usage that doesn't let you to use all. I restart Cinema 4D in such cases, it cleans vram.
Re: TITAN Black: Memory Issue
Posted: Sun Jan 04, 2015 12:46 am
by sparkworld
The Ram issue came up as we are now doing some previz architecture work that is enormous. We've been trying to pair it down to views but we're already feeling the 6 gig limitation. Like making HDRI compromises. It seems crazy to worry about net rendering, etc. if the limitation is in the vram of hardware in the system
I hadn't heard of the Tesla and the 9 grand price tag (times our four CG stations) makes me glad I haven't. With luck this will drop in half like the Titan Z did. Maybe there's something brewing on a test bench somewhere.
As to exclusion/compositing tags, there's enough chatter about compositing tags in this forum to see that we aren't the only ones who wish we could have object or light not reflected, or, more importantly, hidden from the camera. It's one of the beauties of the fake CG world. But maybe an invisibility cloak is the only solution. We love the HDR Light Studio but can't really use it without compositing tags.
That said....we are hooked on Octane. Can't imagine not using it and are loving the light and the ability to move stuff in almost real time. Aoktar's progress has been astounding. But we see the Max/Vray stuff and just want the same features in C4d with Octane. Simple no?

Re: TITAN Black: Memory Issue
Posted: Sun Jan 04, 2015 12:02 pm
by aoktar
sparkworld,
it's possible to hide objects from camera and shadows by objecttag.
Re: TITAN Black: Memory Issue
Posted: Tue Jan 06, 2015 9:45 pm
by sparkworld
Thanks for getting back, Aoktar.
This issue of replicating the compositing tag goes deeper than just the camera. It goes to what objects are seen by a whole host of things: alternate HDRs, lights, other reflections, etc. We've been able to do without it but there are times when it creates a compromise that we wish we wouldn't have had to make.
We are now thinking of putting in Quadro K 6000's into a couple of our stations. Is there any problems with that as far as Octane is concerned?
Thanks again for all your insanely prompt updates. It's hard to imagine working in any other environment and you keep making it better and better.
What about an rip off of the vray render instance?

When our trees are 1.5 million polys it sure would be nice.
Re: TITAN Black: Memory Issue
Posted: Wed Jan 07, 2015 12:09 am
by aoktar
sparkworld wrote:Thanks for getting back, Aoktar.
This issue of replicating the compositing tag goes deeper than just the camera. It goes to what objects are seen by a whole host of things: alternate HDRs, lights, other reflections, etc. We've been able to do without it but there are times when it creates a compromise that we wish we wouldn't have had to make.
We are now thinking of putting in Quadro K 6000's into a couple of our stations. Is there any problems with that as far as Octane is concerned?
Thanks again for all your insanely prompt updates. It's hard to imagine working in any other environment and you keep making it better and better.
What about an rip off of the vray render instance?

When our trees are 1.5 million polys it sure would be nice.
For more compositing features like c4d's compositing tag does, they are harder to implement than cpu renderers as i know from octane team. Ex. they said that a exclude from reflection will go 2x slower than normal render. Also propably will cause a couple problems. As i know that's not targetted yet by team. So there is nothing to do in plugins side about this.
What do you mean with vray render instance? proxy? I'm little away from vray since about one year.
Re: TITAN Black: Memory Issue
Posted: Tue Jan 20, 2015 1:38 am
by sparkworld
Hi Aoktar,
Sorry I didn't get back to you sooner. We have added dual 6 gig card setups to our studio. One pair on a Mac, one on a PC. We are getting render failures mostly on the Mac. I've attached a couple of reports. The limit we seem to be reaching is no longer a vram issue but may be a polygon issue which dovetails nicely into your question of instances. Our meters tell us that we're only using a little more than half the vram and we seem to be within the legal limits of the polys but may be you can help us understand what may be happening. The render failures to the live viewer with both mac and PC seem relatively un-predictable.
The Mac fails in long multi frame renders in no similar pattern. Sometimes it will render for hours and then fail.
(Here is the new Vray instancer:http://www.v-ray.com/features/v-ray-instancer/)
What I've been told is that this reduces the number of polys from far away objects (like trees) so that the total number of polys is kept low.
Thanks so much for any light you can shed.
Re: TITAN Black: Memory Issue
Posted: Tue Jan 20, 2015 4:56 pm
by aoktar
sparkworld wrote:Hi Aoktar,
Sorry I didn't get back to you sooner. We have added dual 6 gig card setups to our studio. One pair on a Mac, one on a PC. We are getting render failures mostly on the Mac. I've attached a couple of reports. The limit we seem to be reaching is no longer a vram issue but may be a polygon issue which dovetails nicely into your question of instances. Our meters tell us that we're only using a little more than half the vram and we seem to be within the legal limits of the polys but may be you can help us understand what may be happening. The render failures to the live viewer with both mac and PC seem relatively un-predictable.
The Mac fails in long multi frame renders in no similar pattern. Sometimes it will render for hours and then fail.
(Here is the new Vray instancer:http://www.v-ray.com/features/v-ray-instancer/)
What I've been told is that this reduces the number of polys from far away objects (like trees) so that the total number of polys is kept low.
Thanks so much for any light you can shed.
Hi,
This kind of reports does not makes any sense on me. You should aware of two fundemantal restriction. One is free vram amount while rendering, two is triangle limit. Max triangle count is about 19-20 millions. You can see and report the both in render over info lines.
On bugreport, i see a crash which is triggered by a mix material while making a preview. I'll add a extra line to avoid this.