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Version 3.08-RC1.1

Posted: Sun Mar 18, 2018 10:44 pm
by albatetra
Hi Aoktar,

I've installed the update and used in production with no major issues so far, up to today, when I'm rendering a simple animation involving VDB.
After a random amount of frames (can be 10, can be 100 frames) machine freeze for about 30 seconds. Once it unfreeze I inspect the log (I've cleaned it before the render start) and I can see these never ending list of errors:

Started logging on 18.03.18 23:26:32

OctaneRender 3.08 RC 1 (3080010)

CUDA error 702 on device 1: the launch timed out and was terminated
-> kernel execution failed(report)
CUDA error 702 on device 1: the launch timed out and was terminated
-> failed to launch kernel(ptBrdf2)
device 1: direct light kernel failed
CUDA error 702 on device 0: the launch timed out and was terminated
-> could not get memory info
CUDA error 702 on device 0: the launch timed out and was terminated
-> could not get memory info
CUDA error 702 on device 1: the launch timed out and was terminated
-> could not get memory info
CUDA error 702 on device 1: the launch timed out and was terminated
-> could not get memory info
CUDA error 702 on device 2: the launch timed out and was terminated
-> could not get memory info
.....
.....
another 200 lines of the same errors on various devices (I've 4 GTX1080 in my system).
If I hit render again nothing happen. No rendering. I've to close C4D and re open it and keep going with rendering.

Any idea ?

Thanks

Alberto

Re: Version 3.08-RC1.1

Posted: Mon Mar 19, 2018 10:59 am
by leehenshall
Does Octane for Cinema 4D support input projection on osl texture yet?

I tired using a modified version of osl flakes but can't get the input projection pin to show up like in standalone. (see osl code pasted from osl forum below)

viewtopic.php?f=33&t=63905&start=10

----------------------

shader
flakes
(
float flake_scale = 10.0 [[ string description = "Smaller values zoom into the flake map, larger values zoom out" ]],
float flake_size = 0.5 [[ string description = "Relative size of the flakes" ]],
float flake_size_variance = 0.0 [[ string description = "0.0 makes all flakes the same size, 1.0 assigns random size between 0 and the given flake size" ]],
float flake_normal_orientation = 0.0 [[ string description = "Blend between the flake normals (0.0) and the surface normal (1.0)" ]],
point proj = point(u, v, 0) [[string label = "Projection"]],
output color result = 1.0
)
{
float safe_flake_size_variance = clamp(flake_size_variance, 0.1, 1.0);
vector cellCenters[9] = {
vector( 0.5, 0.5, 0.0),
vector( 1.5, 0.5, 0.0),
vector( 1.5, 1.5, 0.0),
vector( 0.5, 1.5, 0.0),
vector(-0.5, 1.5, 0.0),
vector(-0.5, 0.5, 0.0),
vector(-0.5, -0.5, 0.0),
vector( 0.5, -0.5, 0.0),
vector( 1.5, -0.5, 0.0)
};

//point position = vector(u, v, 0.0);
point position = flake_scale * proj;

point base = floor(position);

point nearestCell = point(0.0, 0.0, 1.0);
int nearestCellIndex = -1;
for(int cellIndex = 0; cellIndex < 9; ++cellIndex) {
point cellCenter = base + cellCenters[cellIndex];

vector centerOffset = cellnoise(cellCenter) * 2.0 - 1.0;
centerOffset[2] *= safe_flake_size_variance;
centerOffset = normalize(centerOffset);

cellCenter += 0.5 * centerOffset;
float cellDistance = distance(position, cellCenter);
if(cellDistance < flake_size && cellCenter[2] < nearestCell[2]) {
nearestCell = cellCenter;
nearestCellIndex = cellIndex;
}
}

result = color(0.5, 0.5, 1.0);

if (nearestCellIndex != -1) {
vector randomNormal = cellnoise(base + cellCenters[nearestCellIndex] + vector(0.0, 0.0, 1.5));
randomNormal = 2.0 * randomNormal - 1.0;
randomNormal = faceforward(randomNormal, I, randomNormal);
randomNormal = normalize(mix(randomNormal, vector(0.0, 0.0, 1.0), flake_normal_orientation));

result = color(0.5*randomNormal[0]+0.5, 0.5*randomNormal[1]+0.5, randomNormal[2]);
}
}

Re: Version 3.08-RC1.1

Posted: Mon Mar 19, 2018 12:06 pm
by aoktar
albatetra wrote:Hi Aoktar,

I've installed the update and used in production with no major issues so far, up to today, when I'm rendering a simple animation involving VDB.
After a random amount of frames (can be 10, can be 100 frames) machine freeze for about 30 seconds. Once it unfreeze I inspect the log (I've cleaned it before the render start) and I can see these never ending list of errors:

Started logging on 18.03.18 23:26:32

OctaneRender 3.08 RC 1 (3080010)

CUDA error 702 on device 1: the launch timed out and was terminated
-> kernel execution failed(report)
CUDA error 702 on device 1: the launch timed out and was terminated
-> failed to launch kernel(ptBrdf2)
device 1: direct light kernel failed
CUDA error 702 on device 0: the launch timed out and was terminated
-> could not get memory info
CUDA error 702 on device 0: the launch timed out and was terminated
-> could not get memory info
CUDA error 702 on device 1: the launch timed out and was terminated
-> could not get memory info
CUDA error 702 on device 1: the launch timed out and was terminated
-> could not get memory info
CUDA error 702 on device 2: the launch timed out and was terminated
-> could not get memory info
.....
.....
another 200 lines of the same errors on various devices (I've 4 GTX1080 in my system).
If I hit render again nothing happen. No rendering. I've to close C4D and re open it and keep going with rendering.

Any idea ?

Thanks

Alberto
I cannot know reason of Cuda Errors. But we can wish an investigation from Otoy guys if you send the scene. But error should be reproductable.

Re: Version 3.08-RC1.1

Posted: Mon Mar 19, 2018 7:20 pm
by Weezer
So Octane v4.0 is here (for Windows users). How long will it take for the plugin to make use of the new features?

Re: Version 3.08-RC1.1

Posted: Mon Mar 19, 2018 7:26 pm
by aoktar
Weezer wrote:So Octane v4.0 is here (for Windows users). How long will it take for the plugin to make use of the new features?
I don't have any idea about V4 and plans of Otoy. So i don't have answers yet!

Re: Version 3.08-RC1.1

Posted: Tue Mar 20, 2018 7:10 am
by albaglib
a real problem for otoy ... it does not even communicate with plugin developers ... for me Octane 4 have no interest if there is no plugin

Re: Version 3.08-RC1.1

Posted: Tue Mar 20, 2018 10:13 am
by sdanaher
No doubt a question you hate Ahmet and I don't normally ask, but do you have an ETA on the plugin with OSX compatibility now that RC1.2* has it? Are we talking days or weeks?

EDIT: I mean RC2

Re: Version 3.08-RC1.1

Posted: Tue Mar 20, 2018 10:50 am
by aoktar
sdanaher wrote:No doubt a question you hate Ahmet and I don't normally ask, but do you have an ETA on the plugin with OSX compatibility now that RC1.2* has it? Are we talking days or weeks?

EDIT: I mean RC2
I have a problem to compile it for R19, I'll make a release when I sort that. Matter of days.

Re: Version 3.08-RC1.1

Posted: Tue Mar 20, 2018 11:05 am
by leehenshall
aoktar sorry to repost but would you mind adding my OSL projection request to your next release please?
Does Octane for Cinema 4D support input projection on osl texture yet?

I tired using a modified version of osl flakes but can't get the input projection pin to show up like in standalone. (see osl code pasted from osl forum below)

viewtopic.php?f=33&t=63905&start=10

----------------------

shader
flakes
(
float flake_scale = 10.0 [[ string description = "Smaller values zoom into the flake map, larger values zoom out" ]],
float flake_size = 0.5 [[ string description = "Relative size of the flakes" ]],
float flake_size_variance = 0.0 [[ string description = "0.0 makes all flakes the same size, 1.0 assigns random size between 0 and the given flake size" ]],
float flake_normal_orientation = 0.0 [[ string description = "Blend between the flake normals (0.0) and the surface normal (1.0)" ]],
point proj = point(u, v, 0) [[string label = "Projection"]],
output color result = 1.0
)
{
float safe_flake_size_variance = clamp(flake_size_variance, 0.1, 1.0);
vector cellCenters[9] = {
vector( 0.5, 0.5, 0.0),
vector( 1.5, 0.5, 0.0),
vector( 1.5, 1.5, 0.0),
vector( 0.5, 1.5, 0.0),
vector(-0.5, 1.5, 0.0),
vector(-0.5, 0.5, 0.0),
vector(-0.5, -0.5, 0.0),
vector( 0.5, -0.5, 0.0),
vector( 1.5, -0.5, 0.0)
};

//point position = vector(u, v, 0.0);
point position = flake_scale * proj;

point base = floor(position);

point nearestCell = point(0.0, 0.0, 1.0);
int nearestCellIndex = -1;
for(int cellIndex = 0; cellIndex < 9; ++cellIndex) {
point cellCenter = base + cellCenters[cellIndex];

vector centerOffset = cellnoise(cellCenter) * 2.0 - 1.0;
centerOffset[2] *= safe_flake_size_variance;
centerOffset = normalize(centerOffset);

cellCenter += 0.5 * centerOffset;
float cellDistance = distance(position, cellCenter);
if(cellDistance < flake_size && cellCenter[2] < nearestCell[2]) {
nearestCell = cellCenter;
nearestCellIndex = cellIndex;
}
}

result = color(0.5, 0.5, 1.0);

if (nearestCellIndex != -1) {
vector randomNormal = cellnoise(base + cellCenters[nearestCellIndex] + vector(0.0, 0.0, 1.5));
randomNormal = 2.0 * randomNormal - 1.0;
randomNormal = faceforward(randomNormal, I, randomNormal);
randomNormal = normalize(mix(randomNormal, vector(0.0, 0.0, 1.0), flake_normal_orientation));

result = color(0.5*randomNormal[0]+0.5, 0.5*randomNormal[1]+0.5, randomNormal[2]);
}
}

Re: Version 3.08-RC1.1

Posted: Tue Mar 20, 2018 11:26 am
by aoktar
leehenshall wrote:aoktar sorry to repost but would you mind adding my OSL projection request to your next release please?
This is not a thing which can be answered by me soon, sorry!