Testing beta 0.69a -> 0.69b (Update for sdk 1.18)
Moderators: ChrisHekman, aoktar
- mustardseedsg
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Post was also enabled on the camera tag, so I suppose that was the problem. They were conflicting with each other. When I enabled only one at a time there was no problem.
Mac OSX 10.12.6 / MBP 15" w Touch Bar, 16GB / Mantiz Venus Thunderbolt 3 enclosure with GX1080 / C4d r19 Octane
cameratag overwrite global post values. This is normal. Maybe be problem that allowing global adjustments while camera enabled.mustardseedsg wrote:Post was also enabled on the camera tag, so I suppose that was the problem. They were conflicting with each other. When I enabled only one at a time there was no problem.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Yeah i noticed that too on last versionron908 wrote:Unfortunately the plugin is still using up a full CPU core continuosly, even if no scene is open and no Octane Live window is opened.
This disappears immediately after removing the Octanec4d plugin.
To me that's a big issue, since I don't render through Octane all the time, but use the Standard and Physical renderer as well, and this is sucking performance for absolutely nothing.
big +1
and no bug today
| i7 3930K @4.6Ghz | ASUS RAMPAGE XTREM | 32 Go DDR3/2400 | 2x 660 GTX TI OC |
i have done some changes. I hope will help on this. If you press pause then plugins stop to watching events.miroof wrote:Yeah i noticed that too on last versionron908 wrote:Unfortunately the plugin is still using up a full CPU core continuosly, even if no scene is open and no Octane Live window is opened.
This disappears immediately after removing the Octanec4d plugin.
To me that's a big issue, since I don't render through Octane all the time, but use the Standard and Physical renderer as well, and this is sucking performance for absolutely nothing.
big +1
and no bug today
So you sould wait 0.69b, coming this night
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Hi aoktar,aoktar wrote:Thanks, but i have found a few thing with related settings window. If you tweak the setting window after picture viewer render, propably getting a crash. Be aware this, and send a render to live viewer or close open settings windowmiroof wrote:No bug at all at the moment, playing during 3hours =)
Good job
I ran into this problem once and C4D crashed.
But I also have seen some problem with changing for example the max sample value: If I do for example set it to 128 and render a frame with the picture manager and change the value after its done to lets say 3000 (or whatever), it still renderes the next frame with 128, although the settings tab keeps the value 3000...
Hope that helps and you can fix it.
I rendered some large images today without any crash, but with a very simple scene.
Now I am back to animation rendering, doing more then 2k in resolution now and about 6min a frame with a complex scene and one random crash happened so far again when full scene update is enabled, after 15 frames. Now I am trying with update geometry option and without full scene update, hope it is more stable

Thanx again for you hard work, C4Doctane is getting better and better,
ChrisVis
C4D R15 - C4DOctane 4.0 | Win7 64 | NVIDIA 417.22 | EVGA GTX 980 Ti SC | EVGA GTX 780 Ti SC |EVGA GTX 780 Ti SC
i7 4930K 6x4.3GHz OC | 64GB | ASUS P9X79-E WS
+ Netstor Turbobox 250A | 2x EVGA GTX 780 Ti SC + 2 x Palit GTX780 Ti 3GB | all watercooled
i7 4930K 6x4.3GHz OC | 64GB | ASUS P9X79-E WS
+ Netstor Turbobox 250A | 2x EVGA GTX 780 Ti SC + 2 x Palit GTX780 Ti 3GB | all watercooled
We have a scene which only needs 500mb VRAM but crashes with anything less than 22GB physical Memory.
Why does it need sommuch RAM, is this normal? also, it was a Pain to find the error, a better exception handling and/or better error logs would be much appreciated.
Why does it need sommuch RAM, is this normal? also, it was a Pain to find the error, a better exception handling and/or better error logs would be much appreciated.
SEHSUCHT Berlin - 22x GTX 780
try to put octaneobjecttag with different mesh numbers on some object groups. If you do this, exporter will use seperated buffers on rammate wrote:We have a scene which only needs 500mb VRAM but crashes with anything less than 22GB physical Memory.
Why does it need sommuch RAM, is this normal? also, it was a Pain to find the error, a better exception handling and/or better error logs would be much appreciated.
Also, use render instances if it's possible
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Hi Mate,mate wrote:We have a scene which only needs 500mb VRAM but crashes with anything less than 22GB physical Memory.
Why does it need sommuch RAM, is this normal? also, it was a Pain to find the error, a better exception handling and/or better error logs would be much appreciated.
is the RAM usaged depending on the render resolution? As I experienced geometry data seems to need more VRAM or even RAM if final render is more than HD resolution. I rendered a 7000x5000 Image yesterday and it took o lot more time for the exporting process and also showed a higher VRAM load, at least in the little render progress bar overlay (down left corner of the image) in the picture manager renderer. Not sure about the RAM usage, didn`t observe that.
@aoktar: Is this the way octane handles the data? More final render resolution means more VRAM / RAM usage in terms of geometry? Or is it only related to texture data?
So it might be possible that a scene with 1000MB VRAM usage can be rendered in HD resolution on a 1.5GB graphic card but maybe not be renderable at a very high print resolution on the same card?
Please correct this if its wrong.

Thanks for the tip with the objecttag mesh numbers, I asked me that question yesterday, why there are different numbers choosable. So thats quite handy to know

Greetings,
ChrisVis
C4D R15 - C4DOctane 4.0 | Win7 64 | NVIDIA 417.22 | EVGA GTX 980 Ti SC | EVGA GTX 780 Ti SC |EVGA GTX 780 Ti SC
i7 4930K 6x4.3GHz OC | 64GB | ASUS P9X79-E WS
+ Netstor Turbobox 250A | 2x EVGA GTX 780 Ti SC + 2 x Palit GTX780 Ti 3GB | all watercooled
i7 4930K 6x4.3GHz OC | 64GB | ASUS P9X79-E WS
+ Netstor Turbobox 250A | 2x EVGA GTX 780 Ti SC + 2 x Palit GTX780 Ti 3GB | all watercooled
We're rendering in 2K
SEHSUCHT Berlin - 22x GTX 780
i want to make more comprehensible the processing of export process. Until it's replaced with more clever algoritm, it's like that.ChrisVis wrote:Hi Mate,mate wrote:We have a scene which only needs 500mb VRAM but crashes with anything less than 22GB physical Memory.
Why does it need sommuch RAM, is this normal? also, it was a Pain to find the error, a better exception handling and/or better error logs would be much appreciated.
is the RAM usaged depending on the render resolution? As I experienced geometry data seems to need more VRAM or even RAM if final render is more than HD resolution. I rendered a 7000x5000 Image yesterday and it took o lot more time for the exporting process and also showed a higher VRAM load, at least in the little render progress bar overlay (down left corner of the image) in the picture manager renderer. Not sure about the RAM usage, didn`t observe that.
@aoktar: Is this the way octane handles the data? More final render resolution means more VRAM / RAM usage in terms of geometry? Or is it only related to texture data?
So it might be possible that a scene with 1000MB VRAM usage can be rendered in HD resolution on a 1.5GB graphic card but maybe not be renderable at a very high print resolution on the same card?
Please correct this if its wrong.![]()
Thanks for the tip with the objecttag mesh numbers, I asked me that question yesterday, why there are different numbers choosable. So thats quite handy to know![]()
Greetings,
ChrisVis
If we look two images, in first image, every geomtery is collected under a octane mesh. But in second scene, you'll see every capsule object assigned different geometries. Buffering of geometry is done seperated arrays and free after each proces. Because of this, peak memory usage will be lower than collecting all meshes to one geometry.
for other questions, this are internal parts of rendering. And done in Octane Render side. So this must be similar to Octane Standalone process. If there is some differents for handling memory, this can be a sdk problems or a different memory handling. But personally i did 6000x4000 renders on gtx590's. Scenes not so simple, some interiors.
Also i have attached a sample scene and preview video. I hope will help to people. It's a old commercial done with vray and converted to octane. Total render process took only 9 minutes.
It's rendered with geometry update option and can shown on live view with updated geometry option.
Scene link: http://www.aoktar.com/temp/kitchen.rar
http://www.aoktar.com/temp/kitchen-prew.mp4
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw