Sorry, GTX 670, 2 gigs of VRAM, I'll add that to my sig for future reference.
I'll try the alt/ctrl things when I see the issue again. Thinking about it, it seems that the decoupling happens when I exceed my memory. I can't be sure of it though, I'll keep an eye on it, and try to replicate and check out the things you mentioned.
OcDS 1.2.120.34xx - BUG REPORTS
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yes this was also my last thought when looking at the vram display again; apparently i havent't checked usage > max vram (so it displays this random number), and this is most probably also the reason for octane stopping - and it explains why it happens with the new version also, as this is mainly a octane reaction.DrHemulen wrote:Sorry, GTX 670, 2 gigs of VRAM, I'll add that to my sig for future reference.
I'll try the alt/ctrl things when I see the issue again. Thinking about it, it seems that the decoupling happens when I exceed my memory. I can't be sure of it though, I'll keep an eye on it, and try to replicate and check out the things you mentioned.
what to take into account is that the amount of free vram on the gpu may vary due to other programs that also access gpu resources, so even if it seems to work with >5% free, this might change at the moment you i.e. open a new browser window (or a webbrowser at all, or photoshop, ...). you will most probably also see a warning in the system tab/octane log messages (and the debug.log file in the octanerender folder in your home-dir).
btw, the textures tab one main point is to help out in such situations; usually you don't need to have 4k maps all over for wide angle shots rendered to hd or lower res, and for closeups again not every map needs to be 4k; you can also switch a bunch of bump/specular maps from image to floatimage (in all used nodes at once also directly from the textures tab), to notably lower vram consumption...
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
Stability between .3399 and .3410 has dropped significantly I'm getting crash to desktops randomly and not reliably repeatable doing the following.
Creating a primitive
pasting materials
Autofitting clothing
changing a morph slider during rendering
Swapping a material type from specular to glossy.
Creating a primitive
pasting materials
Autofitting clothing
changing a morph slider during rendering
Swapping a material type from specular to glossy.
Yeah, I'm getting a LOT of crashes too.Isotemod wrote:Stability between .3399 and .3410 has dropped significantly I'm getting crash to desktops randomly and not reliably repeatable doing the following.
Creating a primitive
pasting materials
Autofitting clothing
changing a morph slider during rendering
Swapping a material type from specular to glossy.
And I'm just trying to connect an RBG image to the diffuse.
Some of the problems are:
- the option to browse to the image location doesn't appear.
- I can't disconnect the rbg image from the diffuse.
- connecting a second image to the same diffuse, doesn't disconnect the first
All these things result in crashes and some random crashes too.
I'm on win7 64 bit ultimate, with gtx 670 and titan.
DS4.6.1.39
DAZ Store: http://www.daz3d.com/elele
Renderosity Store: https://www.renderosity.com/mod/bcs/vendor/elele
Deviant Art Page: http://eleleoke.deviantart.com
Renderosity Store: https://www.renderosity.com/mod/bcs/vendor/elele
Deviant Art Page: http://eleleoke.deviantart.com
in contrary to the (mentioned .3399 build) test version, the public .3410 version has multithreading for mat processing turned on again, as i like to get a broader view if/what/how much problems will be sorted out when turned off again - with one of the following updates (or even the next one); as mentioned in another post it might be the best and only way to finally dump it, since the plugin needs to communicate with interfaces that aren't thread safe, and might never be able to do it in a 100% stable way...
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
@Elele: this is some definitive bug from a last minute update to reduce ui redraw flickering during nge selection and/or node type changes (also the other mentioned missing node inspector updates after change node types) - this will be fixed later today...
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
Using the 'original' new beta, V1.2.120.3410 ...
Converting a diffuse material to be an emitter does not seem to be working as before. If I pick it to be a 'texture emission' type then none of the efficiency dropdown settings make any difference - pickign any of the image types (image, floatimage, etc.,) or color type (RGBspectrum, etc.,) give rise to the option to additionally select the chosen type (i.e., not file selector or colour picker becomes active or available).
If I change to 'blackbody' emission type then these choices become fully active.
Converting a diffuse material to be an emitter does not seem to be working as before. If I pick it to be a 'texture emission' type then none of the efficiency dropdown settings make any difference - pickign any of the image types (image, floatimage, etc.,) or color type (RGBspectrum, etc.,) give rise to the option to additionally select the chosen type (i.e., not file selector or colour picker becomes active or available).
If I change to 'blackbody' emission type then these choices become fully active.
Here's another 'doozy' ... fortunately very simple to track down the root cause. Still very bizarre though!
Load G2F (with our without MATs) and render via OcDS - all fine.
Now, add a geograft and ... her feet disappear! Tried a few geografts and seems to happen with all.
Doesn't happen with Genesis!
Load G2F (with our without MATs) and render via OcDS - all fine.
Now, add a geograft and ... her feet disappear! Tried a few geografts and seems to happen with all.
Doesn't happen with Genesis!