I understand it's not a bright idea to base any work on non-stable version, but I suddenly have a need for dispersion, so I'm interested to know if there may be any prediction on next version release timing. Thank you.abstrax wrote:Regarding the black screen when loading a scene with linear tonemapping: Thanks for the report and it will be fixed with the next release.
Cheers,
Marcus
OctaneRender® 1.024 beta 2.48b TEST (lin/win) [OBSOLETE]
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.
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.
http://www.visnevskis.com
Vista64/Ubuntu, GTX470/580
Vista64/Ubuntu, GTX470/580
Hi!
There was a problem with displaying the device in the new release 2.48b 64bit win. Downloaded this one file - Windows 64bit: http://www.refractivesoftware.com/rcdow ... in_x64.zip. I can not test the new release.
Drivers 275.33-desktop-win7-winvista-64bit-international-whql. What to do?
Thanks in advance!
Previous release 2.47 PMC stable.
Shortly before I post screenshots, but no one responded to my question.
I repeat: in the new release 2.48b no active device in my case the GTX480. In the bookmarks I can not remove it from inactive to active move. In release 2.47 PMC everything is working, what could be wrong?
There was a problem with displaying the device in the new release 2.48b 64bit win. Downloaded this one file - Windows 64bit: http://www.refractivesoftware.com/rcdow ... in_x64.zip. I can not test the new release.
Drivers 275.33-desktop-win7-winvista-64bit-international-whql. What to do?
Thanks in advance!
Previous release 2.47 PMC stable.
Shortly before I post screenshots, but no one responded to my question.
I repeat: in the new release 2.48b no active device in my case the GTX480. In the bookmarks I can not remove it from inactive to active move. In release 2.47 PMC everything is working, what could be wrong?
OctaneRender® Standalone 1.20 | Blender 2.68 | Win7 64bit | Nvidia GTX 480 / 580 | i7 930 | CUDA 4.0
I think there is a bug already reported concerning the 470 not being selectable. a silly coders error apparently.
probably this is related..
Wait and see how it is for test 'C' due soon

Wait and see how it is for test 'C' due soon
i7-3820 @4.3Ghz | 24gb | Win7pro-64
GTS 250 display + 2 x GTX 780 cuda| driver 331.65
Octane v1.55
GTS 250 display + 2 x GTX 780 cuda| driver 331.65
Octane v1.55
Hi Abstrax and the developpers team,
I am working on a big scene (professionaly) on Octane 2.46 and i'm reaching the maximum number of textures allowed. I wasn't expecting this, especially so close of my deadline...
Anyway, the error message is : "Maximum number of 8bpp Y textures reached, please reduce scene complexity"
I read somewhere in this forum that it is due to the limitations of Cuda 3.
Is there any chance that Cuda 4 (and by extension Octane 2.48) can manage more textures than Cuda 3 did ?
In this case I would switch to 2.48.
Second question :
What are these limitations exactly ? because if I can add quite a few more 16bpp and 32 bpc textures, maybe I could reach the end of my project on 2.46 wich I guess is more stable.
thanks for your time
I am working on a big scene (professionaly) on Octane 2.46 and i'm reaching the maximum number of textures allowed. I wasn't expecting this, especially so close of my deadline...
Anyway, the error message is : "Maximum number of 8bpp Y textures reached, please reduce scene complexity"
I read somewhere in this forum that it is due to the limitations of Cuda 3.
Is there any chance that Cuda 4 (and by extension Octane 2.48) can manage more textures than Cuda 3 did ?
In this case I would switch to 2.48.
Second question :
What are these limitations exactly ? because if I can add quite a few more 16bpp and 32 bpc textures, maybe I could reach the end of my project on 2.46 wich I guess is more stable.
thanks for your time
Titan Black + GTX 580-3go / Win 7 pro 64 bits / C4DR14 with integrated plugin / Blender / Octane standalone /
website : http://www.kiwimage.com
website : http://www.kiwimage.com
kiwi, I'm not sure about cuda 4, in anycase, you should try to pack them, bake several of your textures in a single one to fit more, say you have trees with 4 different leaves, pack those leaves in a single texture and adjust your uvws
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
I am going to rerender the same pic one more time and will return the carpet material back to diffuse, i will pay closer attention to noise regardless of sample amount this time. Are you suggesting that with 2.48b the picture could be less noisy, even if its rendered with less samples? That is possible, i let the pic render up to 5000 Msps though, so i cant compare the final resulting pics, as its 5000 to 3200 samples.abstrax wrote:Can you let it render for 30min and then compare the noise? Although the samples/second is lower in beta 2.48b than in beta 2.47 it should have less noise. Could you please verify this?Timmaigh wrote:I tried yesterday 2.48b finally and it seems PMC is slower than on 2.47. I tried to render the very same interior picture, i rendered on 2.47 before, i just changed the material for carpet from Diffuse to Glossy (so its possible this was the reason for the slowdown). On 2.47 it took 30 min to get cca 3200 samples (and the sample rate was 4,55 Ms per second). On 2.48 it managed only 2100 samples in the same timeframe with a sample rate of 2,88 Msps.
On the positive side, the mesh relink button works fine as already reported by ROUBAL.
Thanks,
Marcus
Anyway, it is still brilliant work on your part, it took 1 hour and 5 minutes to get to those 5000 samples and although it is still slightly noisy (at 1920*1200), it can be considered as final image, good for facebook gallery presentation

Intel Core i7 980x @ 3,78GHz - Gigabyte X58A UD7 rev 1.0 - 24GB DDR3 RAM - Gainward GTX590 3GB @ 700/1400/3900 Mhz- 2x Intel X25-M G2 80GB SSD - WD Caviar Black 2TB - WD Caviar Green 2TB - Fractal Design Define R2 - Win7 64bit - Octane 2.57
@Kubo, yeah, I though about this too, it could be a solution, but it 'll be my last resort.
It can be very time consuming to do that, and not optimised in term of re-usability of the models.
I've gathered my textures to count them and I'm a bit surprised : I have only 41 JPGs and 15 PNGs in my scene + a few more in material macros from the live DB.
It can be very time consuming to do that, and not optimised in term of re-usability of the models.
I've gathered my textures to count them and I'm a bit surprised : I have only 41 JPGs and 15 PNGs in my scene + a few more in material macros from the live DB.
Titan Black + GTX 580-3go / Win 7 pro 64 bits / C4DR14 with integrated plugin / Blender / Octane standalone /
website : http://www.kiwimage.com
website : http://www.kiwimage.com
- Jaberwocky
- Posts: 976
- Joined: Tue Sep 07, 2010 3:03 pm
kiwimage wrote:@Kubo, yeah, I though about this too, it could be a solution, but it 'll be my last resort.
It can be very time consuming to do that, and not optimised in term of re-usability of the models.
I've gathered my textures to count them and I'm a bit surprised : I have only 41 JPGs and 15 PNGs in my scene + a few more in material macros from the live DB.
I recollect somewhere else in the forum that Radiance said that the maximum texture count in Cuda is 64 different Textures? So if this is still the case then Yes , it looks like your near or over the limit.
CPU:-AMD 1055T 6 core, Motherboard:-Gigabyte 990FXA-UD3 AM3+, Gigabyte GTX 460-1GB, RAM:-8GB Kingston hyper X Genesis DDR3 1600Mhz D/Ch, Hard Disk:-500GB samsung F3 , OS:-Win7 64bit
Thanks, you're right Jaberwocky, it was there : http://www.refractivesoftware.com/forum ... r+textures :kiwimage wrote:
@Kubo, yeah, I though about this too, it could be a solution, but it 'll be my last resort.
It can be very time consuming to do that, and not optimised in term of re-usability of the models.
I've gathered my textures to count them and I'm a bit surprised : I have only 41 JPGs and 15 PNGs in my scene + a few more in material macros from the live DB.
Jaberwocky wrote :
I recollect somewhere else in the forum that Radiance said that the maximum texture count in Cuda is 64 different Textures? So if this is still the case then Yes , it looks like your near or over the limit.
But now this limitation compromises a major project for me, on wich I've been working for months and wich is 80% finished. I may have to restart over...or not. So I need facts, I need more than "if it's still the case...". I need to know for sure if whether or not I have to completely change my workflow, if i have to switch to another rendering solution OR simply just change my drivers and Octane version, since they have upgraded to CUDA.4 (wich may imply improvements in terms of performance). That's why I ask Octane developpers, they must know for sure the capabilities and limitations of their software and of the CUDA technology.
Titan Black + GTX 580-3go / Win 7 pro 64 bits / C4DR14 with integrated plugin / Blender / Octane standalone /
website : http://www.kiwimage.com
website : http://www.kiwimage.com