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Re: Version 2.01 - (MAC/WINDOWS) test version
Posted: Wed Jun 25, 2014 6:00 pm
by Ron
Driver version is 337.88, CUDA version is 6.01.
This failure happens in all views in viewport but perspective. Looks like it is related to the scene, too, because in other scenes it is OK. It uses hair and displacement ...
Ron
Re: Version 2.01 - (MAC/WINDOWS) test version
Posted: Wed Jun 25, 2014 6:05 pm
by atome451
Ron wrote:It uses hair and displacement
Just an idea: maybe it's someting related to this post and TdrDelay?
http://render.otoy.com/forum/viewtopic. ... 44#p191486
Re: Version 2.01 - (MAC/WINDOWS) test version
Posted: Wed Jun 25, 2014 6:49 pm
by Ron
Hmmm - then it should appear even in other scenes using displacement but that's not the case.
Re: Version 2.01 - (MAC/WINDOWS) test version
Posted: Thu Jun 26, 2014 4:31 pm
by aoktar
i have updated 2.0 demo scenes. It's on first page. Also i'm working on some tweaks. Render region is activated for animation rendering. Also render instances will update if has objecttag(meshno>0). Other is, little fix on update detection for (visibility changes on Live Viewer). It should work better now.
Re: Version 2.01 - (MAC/WINDOWS) test version
Posted: Thu Jun 26, 2014 7:34 pm
by Ron
aoktar wrote:i have updated 2.0 demo scenes. It's on first page. Also i'm working on some tweaks. Render region is activated for animation rendering. Also render instances will update if has objecttag(meshno>0). Other is, little fix on update detection for (visibility changes on Live Viewer). It should work better now.
Sounds great Ahmet!
When do you expect this update to be released?
Regards - Ron
Re: Version 2.01 - (MAC/WINDOWS) test version
Posted: Thu Jun 26, 2014 8:04 pm
by aoktar
Ron wrote:aoktar wrote:i have updated 2.0 demo scenes. It's on first page. Also i'm working on some tweaks. Render region is activated for animation rendering. Also render instances will update if has objecttag(meshno>0). Other is, little fix on update detection for (visibility changes on Live Viewer). It should work better now.
Sounds great Ahmet!
When do you expect this update to be released?
Regards - Ron
i don't wanna make daily releases. This causes confusing on people. I want to wait a few days to include a few more fixes.
But someone needs urgently, please send me PM.
Re: Version 2.01 - (MAC/WINDOWS) test version
Posted: Fri Jun 27, 2014 2:09 am
by Weirdpictures
aoktar wrote:ok second option is that affects the workflow performance, it's "syncronization on geo. updates" in Settings->other.
This allows to you work without waiting draw pass of Cinema 4D.
Hey Aoktar,
thanks so much, that fixes our cinema viewport freezes completely. Not sure why it seems to only affect our machine, since our gpu's should be more than sufficient to handle the octane tasks, but this fixes it. All working fine here for now
Great update.
Thanks again
Re: Version 2.01 - (MAC/WINDOWS) test version
Posted: Fri Jun 27, 2014 3:13 am
by MINGATU
Hey Aoktar,
Thanks for all the work!
1. New version is working great both Mac and Pc! Trying at the moment to render to picture viewer with the PC slaved to Mac C4d r15 (Octane 2.0.1 for mac, geforce 680) but it hangs after a few samples. Usually for LV, I run the slave.exe (from PC) with the added net render & Ip info and c4dMAC LV reads the slaves and GPUS. I tried team render but that didn't work either. I'd like to utilize my mac while rendering.. am I missing something?
2.0 motion blur test:
Had to bake camera from an align to spline and target tagged motion (Octane couldn't apply motion blur correctly otherwise)
https://vimeo.com/99299833
3. Emissive materials / lights are super expensive... is that the nature of it or will there be further optimization in the future?
4. LV post fx and emissive values are not accurate until you render to picture viewer... why is this?
Thank you!
Re: Version 2.01 - (MAC/WINDOWS) test version
Posted: Fri Jun 27, 2014 3:23 am
by Raoul
Hey Aoktar,
I'm really enjoying the latest build! Displacement maps have been extremely useful.
The one feature i had some queries about was the edge round option.
I've found it to be extremely useful in vray4c4d but the way it seems to be implemented in octane c4d doesn't seem quite right.
I find that the bevels get stretched based on the polygon size its applied to. Whereas vray keeps a consistent bevel size regardless of geo.
Is this something that you might be able to look at? or is it more to do with the octane core, (not the cinema adaptation).
Any info or future plans on this would be super good to know as its a simple but very very useful feature.
Thanks again for your hard work on the plug.
R
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Re: Version 2.01 - (MAC/WINDOWS) test version
Posted: Fri Jun 27, 2014 4:10 am
by aoktar
MINGATU wrote:Hey Aoktar,
Thanks for all the work!
1. New version is working great both Mac and Pc! Trying at the moment to render to picture viewer with the PC slaved to Mac C4d r15 (Octane 2.0.1 for mac, geforce 680) but it hangs after a few samples. Usually for LV, I run the slave.exe (from PC) with the added net render & Ip info and c4dMAC LV reads the slaves and GPUS. I tried team render but that didn't work either. I'd like to utilize my mac while rendering.. am I missing something?
2.0 motion blur test:
Had to bake camera from an align to spline and target tagged motion (Octane couldn't apply motion blur correctly otherwise)
https://vimeo.com/99299833
3. Emissive materials / lights are super expensive... is that the nature of it or will there be further optimization in the future?
4. LV post fx and emissive values are not accurate until you render to picture viewer... why is this?
Thank you!
1. possibly, you need to update to latest standalone 2.01. Also macosx energy saving function makes the render daemon is sleeping.
So pls disable this from info window of octane_slave or octane_daemon application.
2. I don't aware this. You should not need for baking except objects which has dynamic simulation.
3. yes, expensive. Two option will help. Power and sampling of emissions. Optimisation is a work of Octane team. We hope that.
4. need some sample to check it. There is a different behaviour on objects which have objecttag.