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Re: Render Failure with Render Passes

Posted: Thu Oct 08, 2015 11:39 pm
by miohn
Hi Ahmet,

sorry for bothering!
You`re doing a great job with this plugin and taking it further and further
with every update. I appreciate that very much!!!
I'm really enjoying to work with octane, but sometimes you have to deal with
large resolutions for exhibition walls etc. and you need/want to get these jobs done
with octane as well.

Sorry - but at the moment - its not possible to use the render pass system with
large image sizes because of the crashes/ cuda errors (cannot allocate enough memory....)
for whatever reason.
Titan with 6 GB is the highest available card and if I cannot render the passes
with this card in the required resolution , I have a problem.
Out-of-core does not solve this.
Render region does not solve this.
I cannot do more.

So it seams, that I have to wait for Version3 and hope, that this gets fixed somehow.

thanks anyway!
Mike

Re: Render Failure with Render Passes

Posted: Fri Oct 09, 2015 11:57 am
by aoktar
Yes, works as you expected. Thanks.

Re: Render Failure with Render Passes

Posted: Fri Oct 09, 2015 1:04 pm
by bepeg4d
Hi,
for so high resolution, the workaround is to split the image in 4 or more parts with the help of the camera shift parameter. The only inconvenience is that the vignetting and post-effects must to be disabled and added in post on the entire image. There should be a helpful xpresso in the content browser that automatically splits and changes the fov based on the number of slice.
ciao beppe

Re: Render Failure with Render Passes

Posted: Sun Oct 11, 2015 7:57 pm
by stratified
miohn wrote:sorry that I cannot understand this:

"Nearly 2gb per pass+main buffer"

If I have "only one" pass ( reflect-I f.e.) and the main buffer
means that I have 4 GB to render.
With 6 GB (Titan) why the hell is this not possible?

And why do I get that same error with "render region"
which is only a small part of the image?

sorry
Mike
Hi Mike,

Like Ahmet already clarified, each pass will need 16000 pixels * 8000 pixels * 4 channels / pixel * 4 bytes / channel = 2 GB. Each pass needs it's own film buffer, main is also considered a pass. So with 2 passes that would give you 4 GB.

Render region renders only parts of the image but it does not give you a smaller image.

cheers,
Thomas

Re: Render Failure with Render Passes

Posted: Mon Oct 12, 2015 12:08 pm
by miohn
Hi,

what I still don't understand:
if 4 GB are needed for the 2 passes/buffers etc. to render
why do I get that memory errors when I have 2 Titan Cards
with 6 GB each available. 6 is more than 4. not?

Anyway. Will use next time the camera split method.

thanks
MIke

Re: Render Failure with Render Passes

Posted: Mon Oct 12, 2015 7:03 pm
by stratified
miohn wrote:Hi,

what I still don't understand:
if 4 GB are needed for the 2 passes/buffers etc. to render
why do I get that memory errors when I have 2 Titan Cards
with 6 GB each available. 6 is more than 4. not?

Anyway. Will use next time the camera split method.

thanks
MIke
Something else must be using the additional VRAM. But I can only guess what (are you using one of the cards as a display card, are you rendering info passes, heave geometry, ...).

In the standalone, you can check via the application preferences (menu -> file -> preferences) and then the devices tab to see if something else is using memory.

cheers,
Thomas