Hi,
I have a macintosh, I have installed the latest cuda driver 5.0 and cuda toolkit. OctaneRender always crashes at launch. I have attached my crash report and my system info.
OctaneRender™ Standalone v1.0 RC 3 (obsolete)
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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.
- Attachments
-
- Mac crash report.zip
- (113.11 KiB) Downloaded 208 times
Good news, thanks guysThe crash reports unfortunately don't point to any particular problem. We don't have a Mac Pro here, so all our testing is happening either on a MacBook Pros or on a Mac mini and there I couldn't reproduce the issues. I guess you tried different CUDA driver versions? What is you hardware configuration and is there a way to reproduce the issues?
Is there anybody else who has these problems on Mac OS?
Thanks,
Marcus

I make some test when finish in my work.
Why you not set a hackintosh build? Extremly easy and you have a multi os workstarion.
Last edited by Aenima on Mon Nov 12, 2012 4:12 pm, edited 1 time in total.
W10 x64 32GB, EVGA GTX960 - EVGA GTX1060 - OSX 10.12.5 - CORE I5 3.4GHz
The final version of octane, will have the same system for rendering animation?
Will always with the window opening and then closing each frame?
It could be like when you start a turntable animation sequence .. which really is not close in sequence and each frame ..
There is a chance of being integrated directly to blender? equal 3dsmax?
Thank you.
Will always with the window opening and then closing each frame?
It could be like when you start a turntable animation sequence .. which really is not close in sequence and each frame ..
There is a chance of being integrated directly to blender? equal 3dsmax?
Thank you.
I was try a few of my scenes and some of the demo scenes on my hack build and works fine atm. No crashes. The previous versions often crashed when i use object scatter node. Its looks ok after 2 hours of play with it.bepeg4d wrote:Thanks for the new version and for the mac .dmg, unfortunately all the rc os x versions are extremely unstable, it's very difficult to do the benchmarks. here are a couple of crash reports, i hope that you could find a solution
ciao beppe
Bepe if its help i try with your affected scene if you share them.

A.
W10 x64 32GB, EVGA GTX960 - EVGA GTX1060 - OSX 10.12.5 - CORE I5 3.4GHz
thanks for your offer, but i was speaking about the tests scene like benchmark, hallway, chess etc. i wasn't able to render nothing, octane always crashed after few samples.
fortunately with the newest nvidia video drivers all the problems are gone, thanks again for your interest
ciao beppe
fortunately with the newest nvidia video drivers all the problems are gone, thanks again for your interest

ciao beppe
Good to hearbepeg4d wrote:thanks for your offer, but i was speaking about the tests scene like benchmark, hallway, chess etc. i wasn't able to render nothing, octane always crashed after few samples.
fortunately with the newest nvidia video drivers all the problems are gone, thanks again for your interest![]()
ciao beppe

W10 x64 32GB, EVGA GTX960 - EVGA GTX1060 - OSX 10.12.5 - CORE I5 3.4GHz
thank you for all these new features: octane is great!
Just, i was wondering: would it be possible to accelerate the mesh compiling process ( Multithreaded ? ) like the blender-cycles one ( which is almost real-time, even with very high polys geometries ). It would be a great step forward for animation creation process...
Just, i was wondering: would it be possible to accelerate the mesh compiling process ( Multithreaded ? ) like the blender-cycles one ( which is almost real-time, even with very high polys geometries ). It would be a great step forward for animation creation process...
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+++1vipvip wrote:thank you for all these new features: octane is great!
Just, i was wondering: would it be possible to accelerate the mesh compiling process ( Multithreaded ? ) like the blender-cycles one ( which is almost real-time, even with very high polys geometries ). It would be a great step forward for animation creation process...
I'm positive this is being worked on but I'll add my plus 1 to mutlithreaded voxelisation any way.
+1
+1
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