OctaneRender™ Standalone 2.21.1

A forum where development builds are posted for testing by the community.
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
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coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

this is what image looks like AO after 3200 samples 720P. Monster truck has two plain disk lights in front. Also number blocks have object emitter lights (glowing diffuse number texture). Seems like when one light shines at another it is impossible to render noise free. We used 12 X 780Ti It took 2 minutes to get 3200 samples. And we do animation so we need 30 frames per second. Hopefully V3 octane will improve noise at night especially when one light shines at another because to make it noise free it would take same mount of time as CPU. Why cannot octane lights be as fast as octane daylight system. At least fake option for animations (like quick 3ds max standard spot light) - light just shines and makes some parts brighter like daylight system (plain spot light with GI or no GI option) ,

Also before truck gets there it renders at 120 samples when truck is in the frame it drops to just 20
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3200 sampels.jpg
coilbook
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voon wrote:tried again with a very small scene and two GPUs would go fail. Driver is the newest Nvidia driver. Usually, I had no issues.
maybe too hot I get CUDA 700 errors a lot no matter how cool i keep the cards during animation rendering
voon
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Joined: Tue Dec 17, 2013 6:37 pm

coilbook wrote:
voon wrote:tried again with a very small scene and two GPUs would go fail. Driver is the newest Nvidia driver. Usually, I had no issues.
maybe too hot I get CUDA 700 errors a lot no matter how cool i keep the cards during animation rendering
Doubt that .. the cards run any benchmark fine, no matter if it's the superintensive 3DMark Firestrike or Furmark etc. Also, they're all watercooled and rarely go above 40C in my fairly small renderhobby images.

Is there a logfile? Something from octane that tells me what happened? Or what exactly IS a "failed GPU"? What did it fail at?
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shawnfrueh
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Joined: Thu Jan 31, 2013 10:29 pm

mikinik wrote:Hi guys! When motion blur to work on the mesh from realflow?
No you cannot. The way motion blur works in octane is by using Point Level Animation and so the points must be exactly the same from one frame to the next. RealFlow meshes are all different. You would have to use a SubFrame motion blur to achieve something like that. Luckily the C4D Octane plugin utilizes that type of motion blur with Cinema's SubFrame multipass.
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BorisGoreta
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And Lightwave plugin !
miko3d
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Joined: Sat Mar 01, 2014 7:30 pm

shawnfrueh wrote:
mikinik wrote:Hi guys! When motion blur to work on the mesh from realflow?
No you cannot. The way motion blur works in octane is by using Point Level Animation and so the points must be exactly the same from one frame to the next. RealFlow meshes are all different. You would have to use a SubFrame motion blur to achieve something like that. Luckily the C4D Octane plugin utilizes that type of motion blur with Cinema's SubFrame multipass.
Actually,Octane can render mblur with geometry that changes topology (point number) per frame ,at least in standalone and using Alembic, so I cant see why you shouldnt be able to render mblur with realflow meshes,

just make sure the mesh has the velocity "v" point attribute exported in the alembic file.
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shawnfrueh
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miko3d wrote:
shawnfrueh wrote:
mikinik wrote:Hi guys! When motion blur to work on the mesh from realflow?
No you cannot. The way motion blur works in octane is by using Point Level Animation and so the points must be exactly the same from one frame to the next. RealFlow meshes are all different. You would have to use a SubFrame motion blur to achieve something like that. Luckily the C4D Octane plugin utilizes that type of motion blur with Cinema's SubFrame multipass.
Actually,Octane can render mblur with geometry that changes topology (point number) per frame ,at least in standalone and using Alembic, so I cant see why you shouldnt be able to render mblur with realflow meshes,

just make sure the mesh has the velocity "v" point attribute exported in the alembic file.
Good to know!
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grimm
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Joined: Wed Jan 27, 2010 8:11 pm
Location: Spokane, Washington, USA

It appears that the LUA label color is not working? I'm trying to setup a label that is colored, but when I set the color Octane will not display the label. I'm passing textColour = { 10, 60, 255, 0 }, is this correct? Thanks,

Jason
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
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stratified
OctaneRender Team
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Joined: Wed Aug 15, 2012 6:32 am
Location: Auckland, New Zealand

grimm wrote:It appears that the LUA label color is not working? I'm trying to setup a label that is colored, but when I set the color Octane will not display the label. I'm passing textColour = { 10, 60, 255, 0 }, is this correct? Thanks,

Jason
Hi Jason,

I've answered the question here in the Lua forum.

cheers,
Thomas
Vrr
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Joined: Mon Jan 26, 2015 5:38 pm

sounds awesome thanks :)
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