OctaneRender™ 2020.2.1

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Kalua
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Goldorak wrote:We will work on a simple light mix macro like the included one.
Look very intuitive! Good to have a simple solution and a more elaborated one!
Regards,
C4D 2025.1.1 Octane 2025.1 Build 0104, <<2 X 3090 + NVlink>>, Windows 10, X399, AMD TR 1950X, 128 GB RAM, NVIDIA SD 552.22
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PolderAnimation
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I already requested this in 2017. But I think live-nodes or reference nodes are crucial.

my description from 4 years ago:
'A group that can function as a reference node. If you change anything in this group node and save it, it will automation change in all your files that contain this reference node. In big productions this is crucial. (In nuke this is called a live group in maya it is called a reference).'
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linograndiotoy
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coilbook wrote:please fix fog. it's either black screen (too much) or no fog
Is it some issue you're having with a specific scene or a general issue?
Would it be possible to take a look at your node setup?
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Goldorak
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PolderAnimation wrote:I already requested this in 2017. But I think live-nodes or reference nodes are crucial.

my description from 4 years ago:
'A group that can function as a reference node. If you change anything in this group node and save it, it will automation change in all your files that contain this reference node. In big productions this is crucial. (In nuke this is called a live group in maya it is called a reference).'
I agree - and like switch nodes and scripted geometry nodes - it's doable in script nodes and this in standalone, but the issue is how to expose this cleanly across all theDCC tools - which already have limits based on host DCC for the dynamic graphs /script nodes that aren't hidden inside ORBX proxy objects.
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PolderAnimation
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When using an ABC camera that has a lens shift (camera offset from the backplate) the manipulators (for translate scale rotate) do not show on the right place (is does not correct for the shift in de lens).
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funk
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BUG: Render region stops at 60 samples + CUDA crash

I have been running into an issue where drawing a render region stops rendering at about 60 samples.
A modo user (ErwinZwart) just sent me a reduced scene where this happens, so I'm posting it here.

1. Load orbx
2. Click render target to start rendering
3. Draw a render region as quick as possible

RESULT: It seems if you draw a region before Octane has reached a certain amount of samples, the render region stops rendering at 60.
Any new regions you draw also stop at 60. If you stop then start the render without clearing the region, the new region stops at 60 too.

EDIT: Also after drawing several regions and viewing some of the passes, I eventually get a CUDA error/crash too. I think it happens when the denoiser tries to run on a small region
render_region_stops.PNG
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ErwinZwart
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Thank you for reporting, Funk!

It is a real workflow killer in render-intensive scenes to not being able to use the region rendering. I have to wait for the whole frame to reach 60 samples and then can select a region. However when I want to view another region it gets stuck with CUDA errors often.
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galleon27
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funk wrote:BUG: Render region stops at 60 samples + CUDA crash

I have been running into an issue where drawing a render region stops rendering at about 60 samples.
A modo user (ErwinZwart) just sent me a reduced scene where this happens, so I'm posting it here.

1. Load orbx
2. Click render target to start rendering
3. Draw a render region as quick as possible

RESULT: It seems if you draw a region before Octane has reached a certain amount of samples, the render region stops rendering at 60.
Any new regions you draw also stop at 60. If you stop then start the render without clearing the region, the new region stops at 60 too.

EDIT: Also after drawing several regions and viewing some of the passes, I eventually get a CUDA error/crash too. I think it happens when the denoiser tries to run on a small region
render_region_stops.PNG

Ok so i found the bug. I has something to do with Cryptomatte passes. When you disable it, it renders past 60 samples.
Win 10 64bit // GTX 4090 + GTX 3090 // 5900x // 64GB // SideFX Houdini // C4D
ErwinZwart
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Yes, that does the trick it appears. I wonder though, because I incidentally ran into this behavior for a long time, also before Cryptomatte was added to OctaneRender.
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PolderAnimation
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galleon27 wrote:
funk wrote:BUG: Render region stops at 60 samples + CUDA crash

I have been running into an issue where drawing a render region stops rendering at about 60 samples.
A modo user (ErwinZwart) just sent me a reduced scene where this happens, so I'm posting it here.

1. Load orbx
2. Click render target to start rendering
3. Draw a render region as quick as possible

RESULT: It seems if you draw a region before Octane has reached a certain amount of samples, the render region stops rendering at 60.
Any new regions you draw also stop at 60. If you stop then start the render without clearing the region, the new region stops at 60 too.

EDIT: Also after drawing several regions and viewing some of the passes, I eventually get a CUDA error/crash too. I think it happens when the denoiser tries to run on a small region
render_region_stops.PNG

Ok so i found the bug. I has something to do with Cryptomatte passes. When you disable it, it renders past 60 samples.
Correct I have used this trick for quite a while now. But would be great if they could fix this bug.
Win 10 64bit | RTX 3090 | i9 7960X | 64GB
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