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Re: Beta 0.72 (SDK 1.20)
Posted: Wed Aug 21, 2013 10:38 am
by bepeg4d
indexofrefraction wrote:this is probably more a general issue, and not directly about the c4d plugin, but...
the glass/shadows/fake shadows thing seems still very strange... i have a watch, and of course it has a glass.
without fake shadows i see nothing behind the glass, with fake shadows ON, ok i get something...
but the behaviour is still strange, like the glass is swallowing a lot! of light.
for example i have the same chrome on the watch handles and the case...
but the watch handles (behind the glass) are very dark, not reacting/reflecting nicely at all like the case.
why is it so complicated to do things with glass in octane, that should be a basic task for a renderer, not?
in vray this just works without a fuss. anyway... is this an octane problem or am i doing something wrong?
hi, which kernel are you using?
for this kind of stuff you must switch to PT or PMC

ciao beppe
Re: Beta 0.72 (SDK 1.20)
Posted: Wed Aug 21, 2013 1:01 pm
by indexofrefraction
bepeg4d wrote:
hi, which kernel are you using?
for this kind of stuff you must switch to PT or PMC

ciao beppe
AHA ! okkkk... let me turn on my computer again...

thanks.... and shame on me
some cosmetic suggestions i have ...
if you close the render settings (kernel etc) window...
you need to close the live viewer and then select the menu octane / octane live render again to get all back...
would be nice to have a "settings" menu item in the viewer window or have that separately in the plugins menu.
also i'd prefer the octane / octane live render item to be in the plugins menu, too
it doesnt make sense to have it in the main menu bar, just for one menu item.
if you need it that prominent, you can put it as icon in your top shelf easily. (customize commands etc)
Re: Beta 0.72 (SDK 1.20)
Posted: Wed Aug 21, 2013 1:48 pm
by dinf
indexofrefraction wrote:it doesnt make sense to have it in the main menu bar, just for one menu item.
if you need it that prominent, you can put it as icon in your top shelf easily. (customize commands etc)
I would like to substitute that point. Indeed it is cosmetic, you can easily make a separat octane layout with integrated settings and live viewer and also delete the menu item via menu editor.
Re: Beta 0.72 (SDK 1.20)
Posted: Wed Aug 21, 2013 3:00 pm
by indexofrefraction
and another report..
i have set my rendersettings (to render in picture viewer) to 8192 samples...
it is still rendering but seems to have effectively stopped at 2232 samples...
the status bar in the picture viewer didnt change the last 40min, but it the render time is still counting...
now with other settings the same happens...
green bar/samples doesnt progress anymore after some time
and i dont think its just the status display... comparing pictures after 10 or 30min shows no difference
any others w the same experience?
Re: Beta 0.72 (SDK 1.20)
Posted: Wed Aug 21, 2013 3:58 pm
by aoktar
indexofrefraction wrote:and another report..
i have set my rendersettings (to render in picture viewer) to 8192 samples...
it is still rendering but seems to have effectively stopped at 2232 samples...
the status bar in the picture viewer didnt change the last 40min, but it the render time is still counting...
now with other settings the same happens...
green bar/samples doesnt progress anymore after some time
and i dont think its just the status display... comparing pictures after 10 or 30min shows no difference
any others w the same experience?
what about gpu memory usage and render priority option?
Re: Beta 0.72 (SDK 1.20)
Posted: Wed Aug 21, 2013 5:03 pm
by indexofrefraction
aoktar wrote:
what about gpu memory usage and render priority option?
cant check the render priority option as its not possible to open the render settings while rendering in picture viewer. but i have 2 gpus, and the render gpu is used for octane only.
memory cant be a problem too... its a simple scene. Mem: 70/2555/3071Mb. no textures used.
first i thought it stops when i save the picture (while continueing to render) but i tested and dont think its that.
i checked the log and there are many lines...
CUDA error 700 on device 0: An exception occurred on the device while executing a kernel. The context cannot be used anymore and must be destroyed. All existing device memory allocations from this context are invalid and must be reconstructed. -> Failed to unload module
sadly there are no time stamps in the log.... would be handy to know if that really happend during the rendering.
edit: settings were : PRIORITY_LOW, Use Pri. not checked. trying HIGH and use Pri now... (what is it exactly?)
Re: Beta 0.72 (SDK 1.20)
Posted: Wed Aug 21, 2013 5:26 pm
by aoktar
indexofrefraction wrote:aoktar wrote:
what about gpu memory usage and render priority option?
cant check the render priority option as its not possible to open the render settings while rendering in picture viewer. but i have 2 gpus, and the render gpu is used for octane only.
memory cant be a problem too... its a simple scene. Mem: 70/2555/3071Mb. no textures used.
first i thought it stops when i save the picture (while continueing to render) but i tested and dont think its that.
i checked the log and there are many lines...
CUDA error 700 on device 0: An exception occurred on the device while executing a kernel. The context cannot be used anymore and must be destroyed. All existing device memory allocations from this context are invalid and must be reconstructed. -> Failed to unload module
sadly there are no time stamps in the log.... would be handy to know if that really happend during the rendering.
edit: settings were : PRIORITY_LOW, Use Pri. not checked. trying HIGH and use Pri now... (what is it exactly?)
Can you pm your logs? I'm not sure meaning but this log for Cuda Side of renderer.
I recommend to you use low priority+checked for viewport gpu. Some user reported similar problem. But i'm thinking that by reason of very high gpu usage and locking viewport problem.
Re: Beta 0.72 (SDK 1.20)
Posted: Fri Aug 23, 2013 11:59 am
by ASyme1
Hi Aoktar-
We have a new alarming problem. It seems on "some" animation renderings Octane is rendering only every 30 frames. I set up a render last night of 150 frames and it rendered 5. One every 30. It's as if the plugin is mixing up frame step with frame range. This also happened at work yesterday with Joe. Exact same problem. Can you look into this?
Thanks
Alec
Re: Beta 0.72 (SDK 1.20)
Posted: Fri Aug 23, 2013 4:26 pm
by dinf
Hey Ahmet, 2 new issues found their way to my computer: after rendering a still image in Cinema's picture viewer (from the animation 'complete scene') Cinema hangs up while saving the image. The image is saved, but Cinema shows it still in progress, working, until I close it via task manager. This is a reproducable hangup.
Edit: Rendering the animation in rendermanager still works fine, including your healed ram leak.
The second issue not, it happened about 3 or 4 times in last 2 weeks: switching between different layouts may Cinema cause to pop up the Live Viewer, its window solo flickering wild as it trys to pop up and pop up and so on, very fast. This is double strange since the Live Viewer is integrated in my Cinema's layout, not a solo window. Live Viewer and Cinema then do not response anymore, I have to shut Cinema down via task manager again. This both is annoying when I did not save before since Cinema does not save a recovery file in this cases.
Re: Beta 0.72 (SDK 1.20)
Posted: Mon Aug 26, 2013 12:38 pm
by iFloris
dinf wrote:switching between different layouts may Cinema cause to pop up the Live Viewer, its window solo flickering wild as it trys to pop up and pop up and so on, very fast. This is double strange since the Live Viewer is integrated in my Cinema's layout, not a solo window. Live Viewer and Cinema then do not response anymore, I have to shut Cinema down via task manager again. This both is annoying when I did not save before since Cinema does not save a recovery file in this cases.
We were able to mitigitate this issue somewhat by clicking the red crossout in the preview window that pops up in the taskbar. After a second or 5 c4d asked if it should save before closing.