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Re: Octane for Softimage 1.02 RC12 [Current]
Posted: Fri Oct 31, 2014 8:43 pm
by face
nuverian wrote:face wrote:Strange, have you installed the Microsoft Visual C++ 2010 Redistributable?
face
I retried opening the "Render Settings" now and it opens correctly (no empty). I can't really tell what made it to work. But one thing that "I think" has changed is that I installed latest nvidia driver. You see the moment I tried and posted before, it was after a very newly formated system. So I suspect that with the dirvers I had previously there was no CUDA support and it COULD be the issue, but again, I am not sure.
So I was able to activate my account now.
Problem is that like the other user here, the Preview window is empty. The progress bar (samples per pixel) also doesn't move.
Of course I tried reopening the window, scrubing the time (don't know if that's still relevant). C++ redistributable is installed.
RC 11 works fine though. One slight thing that I noticed (maybe it's totaly irelevant), is that in the "OctaneLive Account" tab at the botton, the ID in RC 12 is not shown where it does in RC 11 (with an activated account)
Thanks
I think youre right with the driver. The PPG uses information from the Octane API. Maybe i can implement a driver check.
Have found the problem why the preview/render window is empty, but i don´t know why it works with my SI, where i can also see my OctaneLive id, will check it.
face
Re: Octane for Softimage 1.02 RC12 [Current]
Posted: Fri Oct 31, 2014 8:59 pm
by face
fati_r wrote:thanks for reply face,
unfortunately even when I restart the preview window the rendering doesn't start, I tryed everything... it of course opens the window and I get all the information on the status bar, and it stays at "0/16000s/px..." and I doesn't do anything else further...
as for the exporting what's in the GPU, how do I do that? or is it not implemented yet?
thanks again.
ps. back to RC11 cause it works for me

Fot the preview issue, see the post above.
The exporting is implemented for my internal tests only. So i can see how nodes, materials and values are set.
I think i can implement it.
face
Re: Octane for Softimage 1.02 RC12 [Current]
Posted: Fri Oct 31, 2014 10:10 pm
by fati_r
thanks face, you're really great!
Re: Octane for Softimage 1.02 RC12 [Current]
Posted: Sun Nov 02, 2014 8:38 am
by face
After some testing, i have changed the initializing process where now the display adapter is checked on compatibility and if he uses the right driver version.
Should also work with multiple different adapters/drivers. Only one is needed to pass the check.
This can happens when you use a mixed GeForce/Quadro/Tesla rig.
The correct output looks like:
' INFO : Initialize OctaneRender® 1.0213 RC for Autodesk® Softimage®.
' INFO : Check Adapter: NVIDIA GeForce GTX 670
' INFO : Check Driver: v.340.52...done.
' INFO : 1 CUDA compatible Device found.
The error one:
' INFO : Initialize OctaneRender® 1.0213 RC for Autodesk® Softimage®.
' ERROR : Check Adapter: NVIDIA GeForce GTX 670
' ERROR : Check Driver: v.335.12...failed!!!
' ERROR : Driver version conflict, need version > 337.0!
Or:
' INFO : Initialize OctaneRender® 1.0213 RC for Autodesk® Softimage®.
' ERROR : No CUDA compatible Device found!
You will also get an info in the PPG:

- display.jpg (21.57 KiB) Viewed 7629 times
face
Re: Octane for Softimage 1.02 RC12 [Current]
Posted: Mon Nov 03, 2014 5:11 pm
by nuverian
Good to know.
This can certainly avoid confusion for other people from now

Cheers face
Re: Octane for Softimage 1.02 RC12 [Current]
Posted: Tue Nov 11, 2014 6:07 am
by face
A quick overview on what i´m working.
The next version will check the display adapter/s and the used drivers.
Also a new gamma option is implemented where you can choose between the current and the octane 2.0 gamma output.
With the current one, the png/exr looks the same, on the new 2.0 gamma, the exr has another one, like in Octane 2.0 standalone.
Internal, the structure for the most parts is changed. This means, each part is a module, so i can combine them how i want it.
As example, the environment module uses the crc check module and the message module. The imager/postpro module uses also the same modules. This both modules are used in a main module which is used inside the render process. So it´s a little bit simpler to change something which is used multiple times.
face
Re: Octane for Softimage 1.02 RC12 [Current]
Posted: Tue Nov 18, 2014 8:43 pm
by nuverian
Cheers

By the way, is the Octane 2 features (especialy render passes) supported by SoftimageOctane?
(I'm still working on version 1.5 of octane)
Thanks
Re: Octane for Softimage 1.02 RC12 [Current]
Posted: Tue Nov 18, 2014 9:41 pm
by face
nuverian wrote:Cheers

By the way, is the Octane 2 features (especialy render passes) supported by SoftimageOctane?
(I'm still working on version 1.5 of octane)
Thanks
Yes, the plugin will support passes, when i switch to 2.x.
Have made some modifications on the source code so i can now compile the same source with 1.55 or 2.x.
But i haven´t include any 2.x features because the 1.55 should be nearly finished before i switch.
I have a plan how to implement the passes. The best and easiest way would be, that you can choose the passes you want in the renderer options. It´s the simplest way when the scene is the same between the passes, so Octane can render the passes in one move.
When you want to change something, you should also have the option to use the Softimage passes system.
So you can render a direct/indirect light pass in one Softimage pass, then hide/unhide some meshes and render a AO and z-depth pass in the second Softimage pass. So you have rendered 4 Octane passes in 2 Softimage passes.
face
Re: Octane for Softimage 1.02 RC12 [Current]
Posted: Thu Nov 20, 2014 8:06 am
by ivom
face wrote:nuverian wrote:Cheers

By the way, is the Octane 2 features (especialy render passes) supported by SoftimageOctane?
(I'm still working on version 1.5 of octane)
Thanks
Yes, the plugin will support passes, when i switch to 2.x.
Have made some modifications on the source code so i can now compile the same source with 1.55 or 2.x.
But i haven´t include any 2.x features because the 1.55 should be nearly finished before i switch.
I have a plan how to implement the passes. The best and easiest way would be, that you can choose the passes you want in the renderer options. It´s the simplest way when the scene is the same between the passes, so Octane can render the passes in one move.
When you want to change something, you should also have the option to use the Softimage passes system.
So you can render a direct/indirect light pass in one Softimage pass, then hide/unhide some meshes and render a AO and z-depth pass in the second Softimage pass. So you have rendered 4 Octane passes in 2 Softimage passes.
face
I'm really looking forward to have this feature. It's most wanted thing what we are missing in XSI plug now.
Re: Octane for Softimage 1.02 RC12 [Current]
Posted: Mon Dec 22, 2014 3:38 am
by face
Sorry for the silence, but is was sick with a cold.
Now i has to solve some private problems, and hope that i can continue the work of the plugin at the end of this year.
I wish you and your family a merry christmas,
face