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Re: OctaneRender™ 2019 for Blender® 2.8 - new free tier!

Posted: Mon Aug 12, 2019 9:16 am
by hipapatuk
How do I enable render layer passes using octane layers? I don't have any options on the View Layer tab to enable Render layer only options to switch on/off passes.

Re: OctaneRender™ 2019 for Blender® 2.8 - new free tier!

Posted: Mon Aug 12, 2019 10:24 am
by J.C
PaweuR wrote:I'm a noob at rendering, so I have a question. Here are my specs:

CPU: i7-4790 3,6 ghz
GPU: GTX 750 TI
RAM: 8 GB

Octane doesn't work great in Blender for me, it's rather slow, and it can crash quite often, while adding, for instance, a bump map for an object. In a bit more complexe scene, it's just a pain in the ass to do anything. And I'm talking concept art purpose comlepxity, so not very high in the frist place. And still, too much to handle, as it seems.

So, my question is, if adding 8 gb of RAM would make a difference? Or is that not what's important here? Cause I can't really buy a new GPU or CPU, and RAM is basically the only thing I can improve now. But if it wouldn't change anything, why bother?

So I will be super grateful for help, thanks!
How much ram does your GPU have?
A simple scene may take from 0.5 to 1GB ram. System also needs GPU memory which may take another 0.5 to 1GB.

The best case scenario is to have a second GPU or Intel integrated GPU connected to monitor and the other left only for rendering. It is recommended to have at last 4GB GPU RAM.
You can decrease memory by lowering polycount and texture size. There is also Out of core setting that will use System memory if GPU memory runs out but this will be slow and may be buggy.
There are Kenel parameters in render panel which can decrease memory usage – Parallel samples and Max tile samples. The default setting take quite a bit too much memory. I suggest lowering Parallel samples to 4 and max tile to 8.

If you want better performance I suggest getting a GPU that has at last 150 Octane bench score like GTX 980 Ti. You GPU has only 43. Increasing system memory won't help in increasing performance but may help reducing memory issues.

Re: OctaneRender™ 2019 for Blender® 2.8 - new free tier!

Posted: Mon Aug 12, 2019 10:34 am
by J.C
animani wrote:Hey, guys just testing this out and all I get is darkness. Everything is black. It seems to be rendering whatsoever. Added environments, lights, added materials just in case but no luck.

Image
Does it work in preview?
Can you share more info how your scene was set up or maybe upload it?

Re: OctaneRender™ 2019 for Blender® 2.8 - new free tier!

Posted: Mon Aug 12, 2019 1:47 pm
by PaweuR
4 GB. I see, thanks a lot for the help. I guess i have to save a bit $ for new GPU. Till than, I think I will stick with Cycles, it works quite smooth. Thanks again!

Re: OctaneRender™ 2019 for Blender® 2.8 - new free tier!

Posted: Mon Aug 12, 2019 2:42 pm
by gfxrtist
animani wrote:Hey, guys just testing this out and all I get is darkness. Everything is black. It seems to be rendering whatsoever. Added environments, lights, added materials just in case but no luck.

Image
Hi Animani,

Octane doesn't use Blender lights, but rather an object with and emitter attached.

Create an object and give it a new material. I usually give it a Diffuse material.
Go to the Shading layout and then add a Texture Emission node.

Notice that the Light pass ID in my image is "1".

Next, go back to the Renderer and set the following:

Light ID Action: Enable
Light ID: Turn on "1" or whatever matching numbers to the light\objects in the scene.
Note: "E" would be if you added an environment light.

Of course, make sure "Viewport" shading is set.

Hoping others chime in so that I can see if there are other ways to light the scene aside from using the environment.

Re: OctaneRender™ 2019 for Blender® 2.8 - new free tier!

Posted: Mon Aug 12, 2019 3:50 pm
by ubuchy
Hello,

Does anybody know how to make the denoiser work for regular F12 render? I managed to get it work for the preview. But for the regular render I dunno what I'm doing wrong.

Image

Re: OctaneRender™ 2019 for Blender® 2.8 - new free tier!

Posted: Mon Aug 12, 2019 9:59 pm
by J.C
gfxrtist wrote: ..
Notice that the Light pass ID in my image is "1".

Next, go back to the Renderer and set the following:

Light ID Action: Enable
Light ID: Turn on "1" or whatever matching numbers to the light\objects in the scene.
Note: "E" would be if you added an environment light.
...
You don't need to do that. By default all light emitters, environment and sun are enabled. The settings in kernel are useful if you want to disable or enable specific lights or environment.
There is also a setting in Object data – "Light pass mask". This is useful when you want to exclude a specific object from being lit by a specific light.

Re: OctaneRender™ 2019 for Blender® 2.8 - new free tier!

Posted: Tue Aug 13, 2019 1:59 pm
by gfxrtist
Hi J.C,
This is true, but sometimes I don't want the environment to affect my rendering, only the light sources.
I'm going to check out what you suggested to see if this helps.

Thanks!

(EDIT)
So It looks like I don't have to enable that option. I can simply turn off the lights by selecting the ID numbers. Almost the opposite effect of enabling the option.

Re: OctaneRender™ 2019 for Blender® 2.8 - new free tier!

Posted: Tue Aug 13, 2019 8:40 pm
by ChrisH
ubuchy wrote:Hello,

Does anybody know how to make the denoiser work for regular F12 render? I managed to get it work for the preview. But for the regular render I dunno what I'm doing wrong.
You have to enable the Denoiser Beauty pass in the render layer/pass settings, and then use that pass.

Re: OctaneRender™ 2019 for Blender® 2.8 - new free tier!

Posted: Tue Aug 13, 2019 8:46 pm
by davorin
Evnin' (o;

Just out of curiosity.....is the new renderer now based on the OptiX SDK from NVidia?

But haven't seen any mentioning for a long time regarding NVlink support, which OptiX includes automatically...