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Re: OctaneRender for Modo 3.03.4 [TEST]

Posted: Sat Nov 05, 2016 8:58 pm
by face_off
Error 700 is not about I said, is about any app that when I open and requiers vram, makes the current octane render get the error 700. I think this is because o new cuda 7.5 or 8 implementation for pascal, that is not supported on the pre-pascal cards. Basically if I open an other app that requests vram, photoshop, substance painter, or if I cahnge the lighing in the hdrlight studio 4, the error 700 for the memory appears, it does not look like is scene dependent.

I think we need a build history for the plug-in because with the last 3-4 plugins I am unproductive, so umproductive that I was thiking to switch back to modo render.
Hi Vlad - if you can send me a scene, and a set of steps which always produces the error, I can investigate. Have you tried underclocking your cards as per the link in my signature? Which NVidia driver are you running?

Paul

Re: OctaneRender for Modo 3.03.4 [TEST]

Posted: Sat Nov 05, 2016 9:41 pm
by face_off
Hi Paul, I have 2 scenes open and I am trying to copy one material from one to the other. I have used the copy material button on the override but it give me an error "Error loading material from clipboard", even if I try paste back into same scene I copied from.

I might be missing a step, what am i doing wrong?
What version of the plugin are you using pls?

I just checked - and this is working fine for me. Select Octane Override in scene 1, click the "Copy Material" button in the Texture Layers tab, go to scene 2, select the Octane Override in the Shader Tree material group, click the "Paste Material" button. The scene 1 material is copied under the Octane Override in scene 2. You can also type "octane.materialMacro pasteMaterial" to paste the Octane Override into the material group.

Paul

Re: OctaneRender for Modo 3.03.4 [TEST]

Posted: Wed Nov 09, 2016 6:44 am
by MrFurious
G'day Paul just a quick one... wonder if it's not too difficult to add an icon button or button(s) to the octane toolbar which will switch to clay/colour clay mode? Would be handy to have one click access to this rather than having to open the kernel-->settings first.

Also I like the way it works how the Octane Camera panel automatically pops up when a camera is clicked, and disappears when something other than a camera is clicked. This works the same (almost) for the Octane Environment tab when the modo 'environment' is selected, but in the case of the octane environment tab it does not completely vanished when un-selecting the modo environment, rather it kindof minimises and looks like this:
environment panel
environment panel
panel.jpg (31.16 KiB) Viewed 4731 times
Is it possible to have this panel behave the same as the Octane Camera panel & disappear completely when the modo environment is un-selected?

Cheers,
Dino.

Re: OctaneRender for Modo 3.03.4 [TEST]

Posted: Sun Nov 13, 2016 12:44 pm
by smicha
Paul,

When in the standalone I use placement nodes for instances and try to load the scene as .ocs under the modo proxy - modo does not display any geometry. Moreover when in preferences I tick "use modo render cache" and try to reload the ocs as proxy - Modo crashes.

I use 3.04.3.114 modo plugin (latest), 3.04.4 standalone, and modo 10.2

Re: OctaneRender for Modo 3.03.4 [TEST]

Posted: Sun Nov 13, 2016 3:23 pm
by v1adut
face_off wrote:
Error 700 is not about I said, is about any app that when I open and requiers vram, makes the current octane render get the error 700. I think this is because o new cuda 7.5 or 8 implementation for pascal, that is not supported on the pre-pascal cards. Basically if I open an other app that requests vram, photoshop, substance painter, or if I cahnge the lighing in the hdrlight studio 4, the error 700 for the memory appears, it does not look like is scene dependent.

I think we need a build history for the plug-in because with the last 3-4 plugins I am unproductive, so umproductive that I was thiking to switch back to modo render.
Hi Vlad - if you can send me a scene, and a set of steps which always produces the error, I can investigate. Have you tried underclocking your cards as per the link in my signature? Which NVidia driver are you running?

Paul
Hi Paul, I do not think it is scene depended, but rather setup dependent. I read on nvidia that gtx 690 and titan black based on kepler does accept out of core memeory but no more than the total gpu memory of the cards.
My setup has 1 titan black and 2 gtx 690, and there is a gap of 4gb in vram, the use out of core memory is set by default to 4gb. Maybe this is the problem. I saw also that when I render only with the gtx 690 I did not had the memory bug. I will continue to observe this issue, but if my input is true, then it will be good to check the smallest vram on the gpu setup and limit it to that.

Re: OctaneRender for Modo 3.03.4 [TEST]

Posted: Sun Nov 13, 2016 9:50 pm
by face_off
Also I like the way it works how the Octane Camera panel automatically pops up when a camera is clicked, and disappears when something other than a camera is clicked. This works the same (almost) for the Octane Environment tab when the modo 'environment' is selected, but in the case of the octane environment tab it does not completely vanished when un-selecting the modo environment, rather it kindof minimises and looks like this:
How are you unselected the Octane Environment? If you press <esc> (to unselect all) the Octane Environment should disappear.
When in the standalone I use placement nodes for instances and try to load the scene as .ocs under the modo proxy - modo does not display any geometry.
The plugin has to "guess" which node to connect into in the proxy ocs, and the "guess" rules are at https://docs.otoy.com/manuals/products/ ... oxy-files/, and Placement and Geometry Group nodes are not searched. So in this situation, try connecting whatever you want rendered as a proxy (the Geometry Group?) to a Geometry Out node, then save the OCS and try rendering in the plugin.
Moreover when in preferences I tick "use modo render cache" and try to reload the ocs as proxy - Modo crashes.
I could not reproduce this problem. Could you give me more details on it pls?

Thanks

Paul

Re: OctaneRender for Modo 3.03.4 [TEST]

Posted: Sun Nov 13, 2016 10:37 pm
by smicha
Paul,

Thank you for help. So a render target node connected to a geometry group solves the problem (the "geometry out" node does not - shall it work ?) In error log I see that Octane cannot locate geometry out (although I placed it). If the render target is the only option to make it work it is fine. Would be great if also the "geometry out" node would work...

But as for the crash - I just tested it on 10.1 and 10.2 and 10.2 is not stable - whenever I move a mesh (W) modo crashes. Please find the commandlog attached.

Re: OctaneRender for Modo 3.03.4 [TEST]

Posted: Sun Nov 13, 2016 11:10 pm
by face_off
In error log I see that Octane cannot locate geometry out (although I placed it).
Can you post a screenshot of the Octane Standalone node graph for the proxy OCS pls?
But as for the crash - I just tested it on 10.1 and 10.2 and 10.2 is not stable - whenever I move a mesh (W) modo crashes. Please find the commandlog attached.
My apologies - this crash is fixed in the next release of the plugin (which I am running), which was why I could not reproduce it. This next release fixes a number of crash situations with the render cache which were introduced in Modo10.2v1. I will post a link to a pre-release of the next version later today.

Paul

Re: OctaneRender for Modo 3.03.4 [TEST]

Posted: Sun Nov 13, 2016 11:31 pm
by smicha
Nothing to apologize for, Paul. Fantastic support as always. The screenshot is attached.

Re: OctaneRender for Modo 3.03.4 [TEST]

Posted: Mon Nov 14, 2016 12:52 am
by face_off
The screenshot is attached.
Thanks. There is a bug in how the Geometry Out node is connected into the scene graph. This is fixed in the next release.

Paul