I will test the scene tonight, but you are right, a complex mesh and a high resolution displacement map could make Octane too slow to be used in real time in the IPR or even break the driver while rendering.
If you are using for example a resolution of 8192 for the displacement, try 4096 or 2048 to see if this fix the problem. Usually the displacement maps doesn't have 8k resolution, so render using 8192 is a waste of resources.
This is a issue of Octane itself, in theory you should have also this problem if you export the scene with this settings to Standalone. The problem could be worse now than in the first Octane 2.0 release because some bugs was fixed in the displacement code, that perhaps could make displacement a bit slower.
You can also try a mesh with less polygons, or perhaps break the mesh in several objects.
-Juanjo
OctaneRender™ for LightWave™ 2.0 DAILY BUILD
Moderator: juanjgon
Yep same problem in standalone. I'm suprised you consider this a complex mesh: simple form with 786 polys subpatched
Dino Inglese
CG Artist
Melbourne Australia
Intel Core i7-4820K, 3x GTX 980ti
Windows 7 64bit, Modo 12.2v2 for PC
Octane build 4.04.0.145
CG Artist
Melbourne Australia
Intel Core i7-4820K, 3x GTX 980ti
Windows 7 64bit, Modo 12.2v2 for PC
Octane build 4.04.0.145
- BorisGoreta

- Posts: 1417
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Both scenes dont crash with me.
MrFurious wrote:I think problem is tied to the Mesh. I can safely say the octane node material is fine. I created a sphere with it's own UV map and copied your material onto my sphere. Maxxed out the displacement and no issues at all. I've attached a version of your scene with my swami ball for you to check
Also I tried modifying your wetsuit guy model but bringing it into modeller, UN subpatching it, tripled an Ngons and saved out a copy. Tried that in octane and it was actually worse.. crashed on min displacement values immediately.
Ok ... I am testing the scene here in my laptop. The problem is not the complexity of the mesh in polygons, the problem is the complexity of displace the polygons using a high resolution displacement map.MrFurious wrote:Yep same problem in standalone. I'm suprised you consider this a complex mesh: simple form with 786 polys subpatched
The object is a subdivision mesh with a display and render levels set to 3 (the display setting is used by the IPR and the render setting is used for the F9 render). If you for example set the level to 4 to get more polygons the displacement can work better, in fact here with a 4 sds level all works fine.
In the other hand, the displacement texture map has a 1k resolution. Set the displacement to 8k is a waste of resources, that could make the render too slow or crash the driver. If you set the displacement resolution to 1k or 2k (if you want a bit of smoothing) all works fine.
In resume, you should set the displacement map to 1024 or 2048, or you can add one or two subdivison levels (set it to 4 or 5) to get smaller polygons. From my point of view, set the displacement to 2048 is enough to work with this scene without problems. The 8k displacements are hard to render.
-Juanjo
Last edited by juanjgon on Mon Aug 25, 2014 9:02 pm, edited 2 times in total.
A fast system with a lot of GPUs makes the render time a lot faster, and even with complex displacements Octane has enough time to render the samples without crash the driver. The driver crash because the render needs a lot of time for render every sample, and the Windows system thinks that the driver is broken.BorisGoreta wrote:Both scenes dont crash with me.
-Juanjo
I'll toy with some settings on my end according to your recommendations and see if we can't find some balance that'll let me work with the current build. If I keep crashing, and/or are unable to use Octane afterwards I'll post a new scene with the adjustments suggested.
Thanks everyone for your help, I will post my results tomorrow.
Thanks everyone for your help, I will post my results tomorrow.
when i launch IPR, it renders 5 samples, then ipr stops rendering and the NVIDIA driver failure message appears...ryanroye wrote:Test scene. Again, this scene is broken in the latest build for me, but not for the "release" build. If I zoom out at all in the IPR window, or attempt to render, or attempt to plug in an environment node, it crashes my video card and closes Lightwave.
http://www.delura.tanadrine.com/13OD_4427/SuitTest.zip
but lightwave don't crash... (2xGTX780ti, win8.1 64 )
My concern now is the stability in larger scenes with multiple characters which i've yet to test. I'm fine with applying displacements only where they are needed in production (IE: say a camera is close to the floor and it pans upward, and I want the detail of the ground to show).MrFurious wrote:crashes on my system even with min displacement samples.. 512 I think?!?
I'll post on that later if I run into any showstoppers.
