OctaneRender™ 2020.1 RC2 [superseded by 2020.1 RC3]

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mojave
OctaneRender Team
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Joined: Sun Feb 08, 2015 10:35 pm

rajib wrote:As you can see in the attached screenshot my system still has 66 GB of RAM still available when the error occurs (I have 128GB of RAM installed in my system). So that should not be the issue. Is there any way to check how much memory is being allocated ? Can it be more than 66GB even though the OOC memory is set to around 30+GB ? Can the memory being allocated be logged so that it can give a clearer picture.
If you want Octane to be able to use your whole system memory for OOC you must specify that in your plugin settings which currently is just above 33GB, my guess is that your standalone settings allow higher memory usage and this is the reason why the scene can load.
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paride4331
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rajib wrote:As you can see in the attached screenshot my system still has 66 GB of RAM still available when the error occurs (I have 128GB of RAM installed in my system). So that should not be the issue. Is there any way to check how much memory is being allocated ? Can it be more than 66GB even though the OOC memory is set to around 30+GB ? Can the memory being allocated be logged so that it can give a clearer picture.
The attachment OOCMemoryIssueWitoutRTX2.jpg is no longer available
Like I have mentioned same scene I can render in the standalone. So the standalone is definitely able to allocate the required memory needed for the scene. If you look at the screen shot "System Memory Usage" it shows clearly that there is enough memory available and also the OOC used / reserved shows 20+ GB still available.
Hi rajib,
could you navigate to your Control Panel/Nvidia Control Panel, press the System Informations link, and share a screenshot like this?
Regards
Paride
Attachments
WIN_SystemInformation.jpeg
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
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rajib
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paride4331 wrote:
rajib wrote:As you can see in the attached screenshot my system still has 66 GB of RAM still available when the error occurs (I have 128GB of RAM installed in my system). So that should not be the issue. Is there any way to check how much memory is being allocated ? Can it be more than 66GB even though the OOC memory is set to around 30+GB ? Can the memory being allocated be logged so that it can give a clearer picture.
The attachment OOCMemoryIssueWitoutRTX2.jpg is no longer available
Like I have mentioned same scene I can render in the standalone. So the standalone is definitely able to allocate the required memory needed for the scene. If you look at the screen shot "System Memory Usage" it shows clearly that there is enough memory available and also the OOC used / reserved shows 20+ GB still available.
Hi rajib,
could you navigate to your Control Panel/Nvidia Control Panel, press the System Informations link, and share a screenshot like this?
Regards
Paride
Hi Paride,

As requested I have attached the nvidia info panel screenshot.
nvidia control panel system info
nvidia control panel system info
nvidia control panel system info - Part 2
nvidia control panel system info - Part 2
Hi Mojave,

Let me try by setting the OOC to above 50GB. I will share the results shortly.

Regards,
Rajib
Windows 10 Pro i9-9980XE 128GB RAM|4 x Titan RTX
Houdini 18.5(2020.2.1.2)|Cinema C4D R26|Daz Studio Pro 4.21.0.5(Octane 2021.1.6.83)
NVIDIA 460.89 Studio Standard
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rajib
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Hi Mojave,

I tried with around 66GB of OOC Memory. It still failed. If you compare the screen shots (this one and the one in the previous posts) you will see even though I increased the OOC memory from around 33GB to around 66GB+ the Out-Of-Core-Used in both cases still shows only around 8GB used and around 26GB under reserved in the first case and 58GB under reserved in the latest case. So increasing OOC Memory allocation did not result in any additional increase in the Out-Of-Core-Used figure.
OOC Failure
OOC Failure
This is how the standalone was configured when it rendered successfully. Currently I allocated more memory than I did in the standalone and it still failed.
Standalone memory usage with a successful render of the scene.
Standalone memory usage with a successful render of the scene.
The standalone shows 41GB+ of out-of-core used. So even if the 33GB allocation render failed because it needed more OOC memory allocation, the plugin should have rendered the scene with 66GB allocated to it which was more than the 54GB allocated in the standalone.

Regards,
Rajib
Windows 10 Pro i9-9980XE 128GB RAM|4 x Titan RTX
Houdini 18.5(2020.2.1.2)|Cinema C4D R26|Daz Studio Pro 4.21.0.5(Octane 2021.1.6.83)
NVIDIA 460.89 Studio Standard
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paride4331
Octane Guru
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Joined: Fri Sep 18, 2015 7:19 am

rajib wrote:Hi Mojave,

I tried with around 66GB of OOC Memory. It still failed. If you compare the screen shots (this one and the one in the previous posts) you will see even though I increased the OOC memory from around 33GB to around 66GB+ the Out-Of-Core-Used in both cases still shows only around 8GB used and around 26GB under reserved in the first case and 58GB under reserved in the latest case. So increasing OOC Memory allocation did not result in any additional increase in the Out-Of-Core-Used figure.
OOCMemoryIssueWitoutRTX3.jpg
This is how the standalone was configured when it rendered successfully. Currently I allocated more memory than I did in the standalone and it still failed.
2020.1.RC1_OOC.jpg
The standalone shows 41GB+ of out-of-core used. So even if the 33GB allocation render failed because it needed more OOC memory allocation, the plugin should have rendered the scene with 66GB allocated to it which was more than the 54GB allocated in the standalone.

Regards,
Rajib

Hi rajib,
sent you a pm
Ragrds
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
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galleon27
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Location: Serbia
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I have an issue with the way Surface brightness in Lighting works (Blackbody/Texture).
When it is ticked off, the light should be the same intensity no matter the size of the object. That works fine with size, but not with scale. If you scale the object, the intensity changes and that really shouldn't happen.
That is an issue cause in Houdini plugin, the Octane light object is a plane with a Blackbody texture and the only way to determine its size is by scale, not size. It can be fixed on the plugin side by letting me set the size of the plane but i think its wrong the way it works now. Scale and size should be the same thing as far and surface brightness is concerned.
Win 10 64bit // GTX 4090 + GTX 3090 // 5900x // 64GB // SideFX Houdini // C4D
Kanne
Licensed Customer
Posts: 79
Joined: Wed Mar 06, 2019 5:51 pm

I have an issue with faceting, i'am not sure since which release it occures. I opned a thread in the daz3d plugin section where i thoughed it would inheriate from the sss channel but it seams to be a general issue. (viewtopic.php?f=44&t=73989)

I created a simple scene with a spehere with a simple glossy material (Smooth is enabled) and a plane to light it. Even there the faceting is visible. i know i can reduce the effect by increasing the subdevision but there are cases where i dont want to.
Faceting.png
Is this an issue, is this a problem of settings?

I attached the simple scene.
Attachments
Faceting.orbx
(82.11 KiB) Downloaded 221 times
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grimm
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Location: Spokane, Washington, USA

I'm seeing an issue with the denoiser when combined with upscaling and volumes. The denoiser doesn't denoise the edges of the volume with upscaling enabled.

Jason
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
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rajib
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Joined: Sun Sep 28, 2014 4:57 am

paride4331 wrote:
Hi rajib,
sent you a pm
Ragrds
Paride
H Parade / Mojave,

I have sent a link to a scene file (via PM to Paride) that will give the OOC error that I have been reporting in Daz plugin and now will crash 2020.1.RC2 standalone too as soon as it starts to render.

I have also noticed something. The Daz plugin problem starts to occur once OOC Memory usage hits around 8GB+. I tested this theory with a fresh new scene file in Daz and I kept adding copies of a multi High-Res models until it started to give me errors that I have been mentioning. I noticed below 8GB it still was able to render in the Octane Viewport without errors but once I crossed that, I started to get Cuda error 2, "Failed to allocate page locked memory. Error 2", "No device pointer for out-of-core memory", "Render engine failure" and even crashes.

I fell there is some difference in the plugin OOC handing code vs the standalone OOC handling code...

Regards,
Rajib
Windows 10 Pro i9-9980XE 128GB RAM|4 x Titan RTX
Houdini 18.5(2020.2.1.2)|Cinema C4D R26|Daz Studio Pro 4.21.0.5(Octane 2021.1.6.83)
NVIDIA 460.89 Studio Standard
jimho
Licensed Customer
Posts: 271
Joined: Tue Aug 21, 2018 10:58 am

jimho wrote:network rendering still fails which will kill the master session, same situation as in 2020.1.RC1,
viewtopic.php?f=33&t=73978&start=40
Found a temporary solution,
the problem comes from the conflict between RTX and ooc, I was used to turned on the OOC on the slave side, not noticing the RTX is on by default, that is the reason the slave will kill the master.

When I turned OOC off (which is actually the deault value) at the slave side, the network rendering works again.

Supermicro 4028GR TR2|Intel xeon E5 2697 V3| windows 10| revit 2019 |Titan V+ Quadro GV100+RTX 2080 Ti
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