OctaneRender™ Standalone 3.06 TEST 3
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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.
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.
- enricocerica
- Posts: 1012
- Joined: Wed Nov 25, 2009 7:32 pm
- Contact:
I observed that changing the Parallel samples doesn't seem to work, well not sure about that but when I change the value for instance from 16 to 4, the amount of used memory is not affected and the Ms/sec doesn't change ...
Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
How far away is 3.5?
Time after time I get odd file numbering when Batch rendering like scene01_Beauty_04.0.exr instead of scene01_Beauty_0004.exr. Filename mask is correct and always the same: %n_%p_%f.%e
Last edited by aLeXXtoR on Mon Mar 13, 2017 12:34 pm, edited 1 time in total.
+1 as I have scenario were AS does not make any difference not even raising the samples to 25000 and it's odd as the test is only a closed little box with ONe aperture and 2 lights.. just grainy to the death..I may post this if anyone wants to play around with..Phantom107 wrote:I have no idea on how to optimise the adaptive sampling...
Is it possible to get some kind of image side-by-side with the render that shows a heatmap of where it sampeld? That would help a lot! (OctaneRender standalone)
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Win 7 64 | 2 X MSI AERO GtX 1070| Intel I7-6850K| 32 GB DDR4 RAM | Asus X99 II-A
- BorisGoreta
- Posts: 1413
- Joined: Fri Dec 07, 2012 6:45 pm
- Contact:
You have to plug render layers node and enable noise layer and in IPR you can set it to display noise pass instead of beauty pass which will show adaptive samling at work.
19 x NVIDIA GTX http://www.borisgoreta.com
- FrankPooleFloating
- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
So I think I just came up with another kick-ass use for the DOF Pano/Spherical feature (I was the one who requested that, for WebGL stuff), and that is to render a DOF bg for my Visible Environment backplate image. I am getting ready to start on a gig that is going to be complex enough already with the product crap I will be rendering, and I really do not want the added complexity and buttloads of objects/terrain/tree instances etc of the bg... so I am going to just do a spherical of my bg with DOF and make this the Visible Environment for my renders. My scene(s) in this particular case will be pretty favorable for this method I think, since the bg will not meet up directly with scenes I am rendering (ground not visible). I don't care if folks call me crazy, or unorthodox... this is going to simplify things quite a bit on this gig. Wish me luck. I would think that this could also be solution for those who have very complex scenes that are not fitting in their GPUs, if the circumstances are just so, that what they are rendering does not meet up directly with the bg in camera view...
Last edited by FrankPooleFloating on Tue Mar 14, 2017 1:53 pm, edited 3 times in total.
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
FrankPooleFloating wrote:So I think I just came up with another kick-ass use for the DOF Pano/Spherical feature (I was the one who requested that, for WebGL stuff), and that is to render a DOF bg for my Visible Environment backplate image. I am getting ready to start on a gig that is going to be complex enough already with the product crap I will be rendering, and I really do not want the added complexity and buttloads of objects/terrain/tree instances etc of the bg... so I am going to just do a spherical of my bg with DOF and make this the Visible Environment for my renders. My scene(s) in this particular case will be pretty favorable for this method I think, since the bg will not meet up directly with scenes I am rendering (ground not visible). I don't care if folks call me crazy, or unorthodox... this is going to simplify things quite a bit on this gig. Wish me luck. I would think that this could also be solution for those who have very complex scenes that are not fitting in their GPUs, if the circumstances are just so, that what they are rendering does not meet up directly with the bg in camera view...
This sounds very interesting. Show us more

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
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
- Phantom107
- Posts: 686
- Joined: Tue Jul 24, 2012 11:31 am
- Location: The Netherlands
Can we get shortcut keys for Play as well as Pause on the render? I work with 1 lirbary file and 1 project file simultaniously and its pretty annoying to constantly press the icons.
Developer of tools for Octane:
Phantom Scatter - Phantom Node Link - Phantom Photo Match - Phantom Architecture
Phantom Scatter - Phantom Node Link - Phantom Photo Match - Phantom Architecture
- Jolbertoquini
- Posts: 1067
- Joined: Sun Aug 31, 2014 7:08 am
- Location: London
- Contact:
Yes same for me I need to rename all images all the time can we have a fix for the numbers?aLeXXtoR wrote:Time after time I get odd file numbering when Batch rendering like scene01_Beauty_04.0.exr instead of scene01_Beauty_0004.exr. Filename mask is correct and always the same: %n_%p_%f.%e
Octane Render for Maya.
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