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Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.03.3
Posted: Tue Aug 23, 2016 5:40 am
by Lewis
BorderLine wrote:Hi JuanJo,
Do you think in near futur, it's possible to optimise upload scene in GPU ( I think to Fstorm render how is very fast) ?
Thanks
That would be great if could be multithreaded somehow so that all CPU cores uploading bits of scene to GPUs. Just not sure is that doable in plugin or needs to be done in core level of octane.
BTW great work on 3.03.3 build, so far works great on my rig. Thanks Juan
Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.03.3
Posted: Tue Aug 23, 2016 8:04 am
by juanjgon
I am thinking about multi-thread the scene extraction code, but anyway at least the 60% or 70% (or more) of the time is used by Octane compiling the scene, so from the plugin side the multi-thread code only can improve the total scene loading time about 10% or 15% in the best case ... not bad, but nothing impressive.
Thanks,
-Juanjo
Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.03.3
Posted: Tue Aug 23, 2016 9:25 am
by BorisGoreta
Today I didn't render a sequence but a single frame to 100000 samples and the rendering stopped at 64000 because one of the slaves failed. The render window didn't freeze, the green bar just stopped at 64000 and was sitting there until I woke up just now. I was able to save the image normally. Still, it would be nice if other 13 healthy GPUs continued rendering. This was working fine in previous versions I think.
Basically I don't get node software crash but a complete machine restart for whatever reason ( maybe some PCI extensions are causing this). It would be cool if master cointinued rendering without that node and as soon as that node became online again include these GPUs into rendering again like nothing ever happened. This would be a killer feature !!!
Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.03.3
Posted: Tue Aug 23, 2016 10:40 am
by Lewis
Hmm i thought that last build had some new code for preventing it to stop/crash after some GPUs fail ? Is that still not included in plugin or not in core of octane yet ?
Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.03.3
Posted: Tue Aug 23, 2016 11:09 am
by juanjgon
Can be something related to the Octane core. The plugin is using the latest Octane core available, 3.03.2
-Juanjo
Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.03.3
Posted: Tue Aug 23, 2016 12:49 pm
by stef
Hi Juango,
Can we hope a wizard ? For basic surface setups ?
http://emp3d.com/data/articles/2ee30bbc ... 9d4b/2.jpg
( as maxwell render )
Thanks !
Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.03.3
Posted: Fri Aug 26, 2016 3:03 pm
by BorderLine
Hi Juanjo,
Do you think you can adding Light sphere in next release ? Thanks
Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.03.3
Posted: Fri Aug 26, 2016 3:07 pm
by Lewis
juanjgon wrote:I am thinking about multi-thread the scene extraction code, but anyway at least the 60% or 70% (or more) of the time is used by Octane compiling the scene, so from the plugin side the multi-thread code only can improve the total scene loading time about 10% or 15% in the best case ... not bad, but nothing impressive.
Thanks,
-Juanjo
I just tested and none of uploading sending scene to IPR is multithreaded ?
Loading
Preprocessing objects
Updating objects
Update scene in GPUs
They all are single-threaded operations on my machine(s) ?
Is there any check-mark where i can make octane use more cores for that "compiling" as you mentioned ?
Thanks
Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.03.3
Posted: Fri Aug 26, 2016 8:21 pm
by juanjgon
Hmm ... "Update scene in GPUs" should be multi-thread. At some point Octane builds the acceleration structures, and this part is multi-threaded AFAIK.
-Juanjo
Re: OctaneRender™ 3.0 for LightWave™ - Production build 3.03.3
Posted: Fri Aug 26, 2016 8:23 pm
by juanjgon
BorderLine wrote:Hi Juanjo,
Do you think you can adding Light sphere in next release ? Thanks
Yes, could be possible ... I'll add this feature to the TODO list. Anyway as you know you can use any object (including a sphere one) as light emitter, with the same performance that the Octane lights, that internally are also mesh objects with the light emission material applied.
Thanks,
-Juanjo