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Re: OctaneRender for Modo (Windows) 2.03 [TEST]

Posted: Mon Jul 28, 2014 6:45 pm
by Rafael-Vallaperde
Hello everyone!

here are some finds:

Saving material presets is giving me odd colours on the preview generated.see example.
octane_error_1.JPG
octane_error_1.JPG (12.57 KiB) Viewed 5271 times
floor.jpg
Material and how it previews when saved as a preset.

And a second error.this one is driving me NUTS!
octane_error_2.JPG
It seems it comes from some specific mesh layers, when i disable them i can run the render.
Problem is, there's nothing special about them.

Story behind this:
Scene was fine, then at some point modo lost the track of a texture and link was gone.
The octane material lost the connection, i re imported the texture and relinked it in the octane material, all good.

after this this error started to pop.
i tried to relink it, create another matrial from scratch and everything it it would NOT work.

after some time trying i decided to try this specicfic material isolated.then the litle fucker worked!!

ok, so it's NOT related to the material.
then, i try to turn on other mesh layers and the scene stops working again.

my final conclusion is that something related to some meshes, but really ... it's a guess.
i tried deleting all the assemblies... nothing.

feeling a bit hopeless hehehe.

Would you like me to send you the scene Paul? its a bit chunk but should go just fine.Heavy on the GPU, 4 gigs i guess.

Does the error code says anything specific to you?
It's is showing the same error this many times only because i was trying over and over.but it only gives me the error once per try.
it says it couldn't bind the texture(and this makes sense coming from how the error first started) but then i delete all the materials and go with clay and the error still shows up.Weird.

Thank for reading!
Cheers

Raf

Re: OctaneRender for Modo (Windows) 2.03 [TEST]

Posted: Mon Jul 28, 2014 11:08 pm
by face_off
Saving material presets is giving me odd colours on the preview generated.see example.
I've seen some of the preview colors are off before. Does it look like that's got the wrong gamma?
Would you like me to send you the scene Paul? its a bit chunk but should go just fine.Heavy on the GPU, 4 gigs i guess.
Is the problem happening on just that one scene? Yes, pls send me the file and I will take a look.
Does the error code says anything specific to you?
Maybe some geometry is out of range? I'm not sure - sorry - but once I get the scene it should be easy to isolate.

Paul

Re: OctaneRender for Modo (Windows) 2.03 [TEST]

Posted: Wed Jul 30, 2014 1:45 pm
by Rafael-Vallaperde
scene sent through PM :)

cheers

Re: OctaneRender for Modo (Windows) 2.03 [TEST]

Posted: Thu Jul 31, 2014 4:31 am
by face_off
Raf - I am seeking confirmation from Otoy - however I believe the cuda error you are getting might be because that scene exceeds the maximum number of polygons that Octane can handle (which is potentially about 29 million). I think your scene has about 32 million polys.

EDIT: Confirmed by Otoy - max polygon limit has been exceeded.

Paul

Re: OctaneRender for Modo (Windows) 2.03 [TEST]

Posted: Thu Jul 31, 2014 4:50 pm
by Rafael-Vallaperde
face_off wrote:Raf - I am seeking confirmation from Otoy - however I believe the cuda error you are getting might be because that scene exceeds the maximum number of polygons that Octane can handle (which is potentially about 29 million). I think your scene has about 32 million polys.

EDIT: Confirmed by Otoy - max polygon limit has been exceeded.

Paul
Alright, didn't know about this cap....
Now i'm thinking on how to optimize it... it's a heavy scene...

Re: OctaneRender for Modo (Windows) 2.03 [TEST]

Posted: Thu Jul 31, 2014 9:53 pm
by v1adut
Hi Paul,

Does octane plugin support octane render .orbx materials ?

I saw in octane 2.0+ i can save materials as local db, in orbx format witch include textures maps inside the file.

Is there a workflow to use these presets made in stand alone and insert them into modo plugin. ?
Also is there a way to make octane plugin material presets and to export them into octane stand-alone ?



Cheers,
Vlad

Re: OctaneRender for Modo (Windows) 2.03 [TEST]

Posted: Thu Jul 31, 2014 10:37 pm
by face_off
Does octane plugin support octane render .orbx materials ?

I saw in octane 2.0+ i can save materials as local db, in orbx format witch include textures maps inside the file.

Is there a workflow to use these presets made in stand alone and insert them into modo plugin. ?
Also is there a way to make octane plugin material presets and to export them into octane stand-alone ?
You cannot load/save from the LocalDb from a plugin in the current version. However I have submitted it as a feature request to Otoy, so will hopefully be available in a future version.

Paul

Re: OctaneRender for Modo (Windows) 2.03 [TEST]

Posted: Fri Aug 01, 2014 6:51 am
by v1adut
face_off wrote:
Does octane plugin support octane render .orbx materials ?

I saw in octane 2.0+ i can save materials as local db, in orbx format witch include textures maps inside the file.

Is there a workflow to use these presets made in stand alone and insert them into modo plugin. ?
Also is there a way to make octane plugin material presets and to export them into octane stand-alone ?
You cannot load/save from the LocalDb from a plugin in the current version. However I have submitted it as a feature request to Otoy, so will hopefully be available in a future version.

Paul

Thanks,
Vlad

Re: OctaneRender for Modo (Windows) 2.03 [TEST]

Posted: Mon Aug 04, 2014 3:47 am
by face_off
Please Linux version
Matrix2012 - are you currently running Octane 2.0 in a Linux environment? If so, can you pls provide details on the distro and Nvidia driver version.

Thanks

Paul

Re: OctaneRender for Modo (Windows) 2.05.2 [TEST]

Posted: Mon Aug 04, 2014 11:17 am
by face_off
I have refreshed the installer at the top of this thread with:

2.5.2.23
- Compiled against Octane 2.05.2. IMPORTANT: This release changes the way the exposure is calculated. See the Octane Standalone release notes for 2.05 for details. The plugin will NOT convert old exposure values from scenes saved with previous versions of the plugin to the new system, so if using a gamma <> 1, you will to adjust the exposure accordingly. If your default camera (imager) settings use a gamma <> 1, you will need to change your default settings accordingly. In particular, if you are using the Color Management suggestions at http://render.otoy.com/manuals/Modo/?page_id=959, these will definitely need adjustment.
- Fixed "You will need to refresh the Octane scene...." message erroneously popping up
- Added Octane Subsampling field to the kernel settings

Paul