OctaneRender™ Standalone 2.22.2

A forum where development builds are posted for testing by the community.
Forum rules
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.
Post Reply
pegot
Licensed Customer
Posts: 934
Joined: Mon Nov 07, 2011 3:44 am

When will 2.23 with the VR features be available for download? The 3 Month OctaneVR Trial page links back here for licensed customers but I see only the 2.22.2 version, which I already have.
Win 10
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff

Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
gardeler
Licensed Customer
Posts: 121
Joined: Fri Feb 22, 2013 5:10 pm

I think I have run into a massive memory leak? It is related to my previous posts of prolonged rendertimes when using motionblur on deforming objects, but my scene now goes off the charts!!

I have a 300mb alembic file. When trying to load that into octane my ram usage passes my 32gb!! (and still climbig when i kill it!) There must be some crazy memory leaking going on, as I the object is only about 3mil triangles. I cant see why my computer should use that amount of ram to read it? And it is only when it is moving, so it seems like it is the motionblur causing it.

I will send you a PM marcus, with two alembic files. One mace with crate, and one with maya's standard exporter.

Thanks
User avatar
roeland
OctaneRender Team
Posts: 1823
Joined: Wed Mar 09, 2011 10:09 pm

gardeler wrote:I think I have run into a massive memory leak? It is related to my previous posts of prolonged rendertimes when using motionblur on deforming objects, but my scene now goes off the charts!!

I have a 300mb alembic file. When trying to load that into octane my ram usage passes my 32gb!! (and still climbig when i kill it!) There must be some crazy memory leaking going on, as I the object is only about 3mil triangles. I cant see why my computer should use that amount of ram to read it? And it is only when it is moving, so it seems like it is the motionblur causing it.

I will send you a PM marcus, with two alembic files. One mace with crate, and one with maya's standard exporter.

Thanks
You're right, it's an issue with motion blur. Octane currently can render only a limited amount of motion blur, depending on how small the triangles are in your scene.

If there is a lot of small triangles and a lot of motion then the result is a long compiling time and slow rendering. The octopus consists of a lot of small triangles, the limit for the shutter interval length is around 1/1000 sec (or 3% of the time between frames). Until we improve the handling of this motion blur there is no real workaround.

--
Roeland
gardeler
Licensed Customer
Posts: 121
Joined: Fri Feb 22, 2013 5:10 pm

roeland wrote:
gardeler wrote:I think I have run into a massive memory leak? It is related to my previous posts of prolonged rendertimes when using motionblur on deforming objects, but my scene now goes off the charts!!

I have a 300mb alembic file. When trying to load that into octane my ram usage passes my 32gb!! (and still climbig when i kill it!) There must be some crazy memory leaking going on, as I the object is only about 3mil triangles. I cant see why my computer should use that amount of ram to read it? And it is only when it is moving, so it seems like it is the motionblur causing it.

I will send you a PM marcus, with two alembic files. One mace with crate, and one with maya's standard exporter.

Thanks
You're right, it's an issue with motion blur. Octane currently can render only a limited amount of motion blur, depending on how small the triangles are in your scene.

If there is a lot of small triangles and a lot of motion then the result is a long compiling time and slow rendering. The octopus consists of a lot of small triangles, the limit for the shutter interval length is around 1/1000 sec (or 3% of the time between frames). Until we improve the handling of this motion blur there is no real workaround.

--
Roeland
Thank you for the reply Roeland. this is really sad news for me. I have also discovered that I have other shots that are breaking because of the same problem. :( It seems to me that it is not the total amount of polys in a scene that is the problem, but rather the amount of them in an alembic file. Is this true? If I could find a way to split the octopus up into smaller "chunks", octane would perhaps not crash during the compile? Or is that just a waste of time?

It seems that this is something that might be hard to solve, so I can assume there is no fix for this in the near future?
User avatar
roeland
OctaneRender Team
Posts: 1823
Joined: Wed Mar 09, 2011 10:09 pm

gardeler wrote:Thank you for the reply Roeland. this is really sad news for me. I have also discovered that I have other shots that are breaking because of the same problem. :( It seems to me that it is not the total amount of polys in a scene that is the problem, but rather the amount of them in an alembic file. Is this true? If I could find a way to split the octopus up into smaller "chunks", octane would perhaps not crash during the compile? Or is that just a waste of time?

It seems that this is something that might be hard to solve, so I can assume there is no fix for this in the near future?
Yes, the fix for this issue will take some time.

Breaking up the mesh won't make a difference, the issue is the ratio between the size of the triangles in your mesh to the distance they travel during one frame. Sometimes you can get away with a more coarse mesh, but that doesn't appear to be the case in your scene.

--
Roeland
gardeler
Licensed Customer
Posts: 121
Joined: Fri Feb 22, 2013 5:10 pm

roeland wrote:
Yes, the fix for this issue will take some time.

Breaking up the mesh won't make a difference, the issue is the ratio between the size of the triangles in your mesh to the distance they travel during one frame. Sometimes you can get away with a more coarse mesh, but that doesn't appear to be the case in your scene.
--
Roeland
Ok, then I will not try that route. :) does this apply for the motion vector pass as well? I guess it needs to read the velocities to get the amount and direction?

Actually, the reason for the dense mesh is that I'm using it to go around the broken displacement. (I have not yet been able to use displacement successfully in octane.) It creates strange polygons that does not have a normal. At least they do not react to the "polygon side" texture. This causes all kinds of light leaks and catching highlights through occluding surfaces. So my workaround was to subdivide the mesh in maya, then apply a texture deformer with the displacement map. This worked well, until I ran into this bug. :cry:

Hope both issues can be fixed soon, as it kind of kills all possibilities to do creature work with octane, which it is actually great for!
User avatar
BorisGoreta
Licensed Customer
Posts: 1413
Joined: Fri Dec 07, 2012 6:45 pm
Contact:

I can't feed the same Octane Camera Mapping output to different Texture Image nodes, I have to use separate Octane Camera Mapping nodes with the same settings.
User avatar
abstrax
OctaneRender Team
Posts: 5509
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

BorisGoreta wrote:I can't feed the same Octane Camera Mapping output to different Texture Image nodes, I have to use separate Octane Camera Mapping nodes with the same settings.
Can you try in 2.23.2 and if it doesn't work there, post an example? Thanks.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Post Reply

Return to “Development Build Releases”