OctaneRender™ Standalone 3.07 TEST 4

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abstrax
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andw wrote:
This will save about 66% of system memory used for HDR textures compared to previous versions.
That's great! :)

Just tested it, loading (not rendering) real scene with large HDRI in Environment nodes (two 16Kx8K + two 15Kx7.5K size, all are 96-bit).

Code: Select all

3.06.2         10.2 Gb  Working set
3.07 TEST 4     6.4 Gb  Working set
But now I have a question: is there are any losses in terms of quality?
There shouldn't be any when used as texture in rendering, since textures are uploaded to the GPU only as half float anyway. The only exception I can think of would be displacement mapping, but even there the different between single float (32 bit per channel) and half float (16 bit per channel) should be negligible.
The images parameters are displayed as '16384x8192 pixels, 96-bit RGB HDR, 1048576 KB'
But in the 'Import settings' dialog I see
HDR texture bit depth: 16-bit float (the default combo box selection)
Source file format: 96-bit RGB HDR
Loaded as: 64-bit RGBA HDR

Could you clarify, what these values means?
96-bit HDR means the image file stores 3 channels (RGB) with 32 bit per pixel each, i.e. 3x32bit=96bit per pixel. After loading the image it will be stored with 4 channels (RGBA) of 16 bit per pixel each, i.e. 4x16bit=64bit per pixel. I.e. it doesn't look like a massive reduction in memory usage, but since RGB images are always loaded as RGBA images, they are occupying 128bit per pixel when loaded with single float precision (32 bit per channel). Plus they still need to converted to half float before getting uploaded to the GPU, and the half float result is cached so we don't have to do the conversion every time the HDR image is uploaded again. This means that in the past we stored the image twice: Once with 128 but per pixel and once with 64 bit per pixel. Now we store it only once with 64 bit per pixel if loaded with 16 bit per channel.
Should I change that setting to 'Automatic' to load image without any losses or the differences will be negligible?
I would leave it at 16 bit.
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DigiChuckle
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I noticed something unusual with an orbx scene I put together in 3.06.4.

With path tracing:

in 3.06.4 with 16 parallel samples: 20 Ms/sec
in 3.07_test4 with 16 parallel sample: 2 Ms/sec (with 4 parallel samples: 5 Ms/sec)

Supposedly the higher the parallel sample the higher the render speed could be but I'm observing the oposite in test4.
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bepeg4d
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Hi DigiChuckle,
weird, does it happen with any scene, or just with the specific scene?
I've tried to make some test, but I'm not having the same results here.
The Parallel samples value is working as expected :roll:
ciao beppe
DigiChuckle
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I tried to recreate that scenario and wouldn't you know it...I couldn't. I re-launched Octane and the problem didn't occur again. I didn't mention that first that happened while Vimeo was full-screen on my second monitor and I run a batch render on the first one (didn't know if that mattered and most certainly non of that would matter after the relaunch).

Anyway, here are the observations I made while I was trying to recreate the original scenario.
Capture.PNG
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Refracty
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Thank you for the infos.
Hopefully we will have any kind of solution or workaround (like cross compiler or headless rendering) to have Octane running with AMD cards.
Such a great program should be enjoyed with all platforms.

abstrax wrote:
Refracty wrote:Hi Marcus,
wow, thanks for making this release rock solid.
Please can you tell if the Headless rendering feature will be part of the upcoming 3.08 release?
Unfortunately, this work has been deferred until later, to allow us getting OSL out of the gate as soon as possible.
Another question I have about the max number of polygons. Will the bottleneck be increased a bit in the near future?
Thank you
We started working on the geometry side of things, but it's too early to anything specific yet.
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Notiusweb
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abstrax wrote:
FrankPooleFloating wrote:Arguably one of the lightest.. er.. most boring releases to date.... However, this can only mean we are close to the good stuff... the really, truly, good stuff.... OSL, etc....

Okay. Everything checks out. This pup is rock solid. Stable. No really. It is. I spent a couple good minutes with it... You are cleared for takeoff. Go ahead and release 3.08!!!
Development of 3.07 isn't finished yet and OSL textures aren't not ready for release yet. We already made an OSL test build for the plugin devs, but there is still some more work to be done, before we can release it a first public test build. Believe me, we would like to get it out as quickly as possible, too.
Frank doesn't mind if it takes a little longer. Even if he says he would like it sooner, he is willing to wait as long as it takes.
Take all the time you need, Frank doesn't mind...
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coilbook
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Could you, guys, add noise slot to density in Volume Medium that way when we apply it to the Sun we can have patchy fog? Thanks !
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funk
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Hey guys, I think something about the environment medium is broken. I don't use it a lot so its possible I may be doing something wrong.

I have an orbx here with a scatter node plugged into an inverted sphere (the old fog trick), and also plugged into the environment medium.

The inverted sphere renders ok, but if I remove the sphere (disconnect "fog sphere mesh" from "object layer map"), I get no fog, and some kind of render error.

If I edit some of the scene settings, (eg. gi clamp), these incorrect rendered areas move around the screen too.
Attachments
env_medium_broken_003.png
env_medium_broken_002.png
env_medium_broken_001.png
env_medium_broken.orbx
(171.53 KiB) Downloaded 205 times
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bepeg4d
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Hi funk,
thank you for the report.
There was an issue in this version with Environment node, and it has been already fixed for the next version.
Happy Rendering,
ciao beppe
andw
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abstrax wrote:
andw wrote:Should I change that setting to 'Automatic' to load image without any losses or the differences will be negligible?
I would leave it at 16 bit.
Right now I've found the case, when 16 bits (for environment HDRI) is not enough:
Compare.jpg
It took me a while to find the cause... the first suspects were the extended Imager settings in 3.08. :)
That scene issue seems to appear when environment HDRI have large dynamic range (Here the https://hdrihaven.com/hdri/?c=clear&h=flower_road was used, 16384x8192 version).
P.S. It happens in Octane 3.08 TEST 6, so in this thread it's a bit offtopic :roll:
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