OctaneRender™ Standalone 3.00 alpha 1

A forum where development builds are posted for testing by the community.
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.
Post Reply
kommando_2k
Licensed Customer
Posts: 35
Joined: Mon Sep 02, 2013 5:47 am

More Sample Volume model : http://www.openvdb.org/download/ :)
User avatar
abstrax
OctaneRender Team
Posts: 5506
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

milanm wrote:Just like any previous version it's 4-8 times slower on OSX.
Slower rendering of character animation, cloth sims, point cached animation.. etc. defeats the benefits of GPU rendering on OSX.



Regards
Milan
We didn't have time to look at it yet, but the compilation is multi-threaded on all platforms. So either the multi-threading support on OSX is very bad or (and that's my guess) there is a bottleneck in the memory management. I will have a look at it tomorrow.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
MagnusL3D
Licensed Customer
Posts: 107
Joined: Tue Apr 20, 2010 10:48 pm
Location: Sweden
Contact:

Goldorak wrote:
MagnusL3D wrote:Baking has been mentioned previously and also mentioned previously it wouldnt make it into the first Alpha, just wanted to confirm that it is comming but in a later Alpha ?
Alpha 2 scheduled for next week.
Awesome, thanks for quick response !
User avatar
abstrax
OctaneRender Team
Posts: 5506
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Zay wrote:It eats about 18% more memory when trying to match 2.42.2 speed. Lowering Parallel Samples to 1 to get same amount of RAM usage as in 2.24.2 slows down render time from 24 minutes to 50 minutes in my test scene :cry:
Which kernel is the scene using? Is the scene very complex and do you've got enough memory to have a high number of parallel samples? If yes, there is no harm in cranking the parallel samples up.
But the windows response time is fast, now that the GPU isn't working that hard anymore :lol: Is render priority obsolete? Doesn't seem to have an effect now.
Currently it's broken / not implemented, but we don't think there is a need to bring it back unless someone shows us otherwise.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
User avatar
smicha
Licensed Customer
Posts: 3151
Joined: Wed Sep 21, 2011 4:13 pm
Location: Warsaw, Poland

I am pretty sure I messed up something (still must read more about parallel and max tile samples) but I got over 2x faster rendering in my scene... :shock: a
Attachments
v3.jpg
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
User avatar
whersmy
Licensed Customer
Posts: 723
Joined: Thu Aug 30, 2012 7:40 am

If I am correct parallel samples will make relative small scenes render a bit/much faster because more gpuram can be used? :o
And when dealing with relative larger scenes, more gpuram will be used so more scene optimization can be needed?
Last edited by whersmy on Wed Dec 09, 2015 9:38 am, edited 1 time in total.
Octane 2022.1.1 nv535.98

x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090

Octane Render experiments - ♩ ♪ ♫ ♬
milanm
Licensed Customer
Posts: 261
Joined: Tue Apr 30, 2013 7:23 pm

abstrax wrote:We didn't have time to look at it yet, but the compilation is multi-threaded on all platforms. So either the multi-threading support on OSX is very bad or (and that's my guess) there is a bottleneck in the memory management. I will have a look at it tomorrow.
First of all: Thank you for replying and congratulations on the new release!
I really appreciate the huge work you guys and Otoy did together so far.

This issue has been brought up in plugin forums several times.
Considering the upcoming OpenCL support I thought you guys should be aware of it.

Best regards
Milan
Colorist / VFX artist / Motion Designer
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780
MikeJCTyler
Licensed Customer
Posts: 2
Joined: Sat Mar 14, 2015 12:04 pm

Hi every time I try to activate my account on the v3 standalone it says it doesn't recognise the details, although when I login using the same details on the Otoy site it works fine. Also - when you say that plugin projects may not work with v2 after being used with v3 does that mean I can use the current version of my c4d plugin with the v3 standalone?
User avatar
glimpse
Licensed Customer
Posts: 3740
Joined: Wed Jan 26, 2011 2:17 pm
Contact:

Thanks Guys & Congrats with another milestone hiting forums =) looking forward to test it out!
User avatar
FrankPooleFloating
Licensed Customer
Posts: 1669
Joined: Thu Nov 29, 2012 3:48 pm

Marcus, please keep Render Priority.. if nothing else, for folks that want to manage GPU temps.

Thanks so much Team!

You guys put it up just before I hit the hay last night... D'oh!.. But I sprung out of bed like a tot on xmas morning! Haven't done that in a while!
Win10Pro || GA-X99-SOC-Champion || i7 5820k w/ H60 || 32GB DDR4 || 3x EVGA RTX 2070 Super Hybrid || EVGA Supernova G2 1300W || Tt Core X9 || LightWave Plug (v4 for old gigs) || Blender E-Cycles
Post Reply

Return to “Development Build Releases”