OctaneRender™ Standalone 2.24.2

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BorisGoreta
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This is probably a hardware or a memory issue.

If the scene is rendering properly on your master computer but on the nodes you get errors it might be 1 of these 3 things:

1. There is not enough GPU RAM in the nodes GPUs.
Yes you have the same 6GB cards as in the workstation but on the workstation you use dedicated display card and render on the rest of the GPUs which means those GPUs have all 6GB at their disposal while in the nodes you don't have a dedicated GPU and those node GPUs have less GPU ram available. The solution is to reset the node and unplug display cable so when it boots it will have all 6GB for rendering

2. There is not enough system RAM in the nodes
You should monitor RAM usage while the node is rendering, my Octane render nodes eat up to 4.2 GB system RAM so 8GB in the system is minimum for 6GB cards.

3. PCI connections in the nodes are sensitive. If you don't plug the GPUs directly to the motherboard but with PCI cables these can be the problem too, I have tried 6 different PCI cable varieties and they perform differently , some make nodes give errors from time to time or crash them and some are rock solid so these components are crucial for system stability
kavorka wrote:Every once in a while our daemons crash. Just happened last night. on 2 of our computers, the daemons say "Slave crashed or was stopped via CTRL-C. They were running all night and nobody was on the computers.
One computer had no problems.
All computers are on win 7 x64. The computer that made it has a single 780 ti. One of the comps that didnt had 2 580s and the other has a 690 and a 780ti.

This has happened before as well.

Is it possible to add time stamps to the daemons so we can see when they crash? I dont knoe if it happened at the same time or not.
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roeland
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Goldisart wrote:with increasing sources of light - the light on the reflecting surfaces does not work properly .Direct light
That's a limitation of direct lighting, and it is not fixable without making this kernel significantly slower. You should render this with path tracing with a diffuse depth of at least 2.

--
Roeland
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Goldisart
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Yes I already understood it. Two options.The first version of the Patch tracing Second when rendering in diffuse ambiet occlusion On glass material opacity falloff
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Goldisart
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still problem not solved !!!!!!!!horrible camera movement and rendering/ it is impossible to combine the image with 3D objects. Shift a few degrees 3Dmax !!!!
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manalokos
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I don't get any camera problems like that, check picture ratio, pixel ratio, perspective correction and shifts.
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face_off
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still problem not solved !!!!!!!!horrible camera movement and rendering/ it is impossible to combine the image with 3D objects. Shift a few degrees 3Dmax !!!!
Did you check your Kernel->Ray Epsilon?
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oguzbir
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BUG OR A FEATURE
A workaround for Matte Material that wont receive shadows
-------------------------------------------------------------------------------------------------
As you'd know. One way to create the matte material is to check matte in diffuse material.
But it is useless if you do not want that material to receive shadows.

According to 3dsmax plugin 2.24.2 - v2.10
I found out that If you do as follow you can have a Matte material without receiving shadows.
-Assign a specular material to desired object
-Select Affect Alpha
-Turn down Reflection to 0.0
-Turn down Refraction to 0.0
-Alternatively set Index to 1.0 ( maybe it reduces calculation)

There you are! You have the perfect matte/mask material with no shadows.
As described earlier I tested this with max plugin But I can confirm that it works with Standalone as well.

Now. I would like to ask for dear developers to create a new matte material or another approach to create a material that lets us to matte/mask object and also let us determine receiving shadows.
If possible It would be great to assign a secondary material in itself, that can be reflected in the scene and also that material acts as out matte/alpha/mask material.

In example:
Imagine a red object that gets reflected on scene objects but also it acts as a matte material thus masking objects behind itself.. And would be splendid if we can determine if it can receive shadows or not....

Best...
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abstrax
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oguzbir wrote:BUG OR A FEATURE
A workaround for Matte Material that wont receive shadows
-------------------------------------------------------------------------------------------------
As you'd know. One way to create the matte material is to check matte in diffuse material.
But it is useless if you do not want that material to receive shadows.

According to 3dsmax plugin 2.24.2 - v2.10
I found out that If you do as follow you can have a Matte material without receiving shadows.
-Assign a specular material to desired object
-Select Affect Alpha
-Turn down Reflection to 0.0
-Turn down Refraction to 0.0
-Alternatively set Index to 1.0 ( maybe it reduces calculation)

There you are! You have the perfect matte/mask material with no shadows.
As described earlier I tested this with max plugin But I can confirm that it works with Standalone as well.

Now. I would like to ask for dear developers to create a new matte material or another approach to create a material that lets us to matte/mask object and also let us determine receiving shadows.
If possible It would be great to assign a secondary material in itself, that can be reflected in the scene and also that material acts as out matte/alpha/mask material.

In example:
Imagine a red object that gets reflected on scene objects but also it acts as a matte material thus masking objects behind itself.. And would be splendid if we can determine if it can receive shadows or not....

Best...
I agree, the matte option should be renamed to shadow catcher, because that's what it actually is. We will probably do that in version 3. To do what you wanted to do, use the render layer system.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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oguzbir
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abstrax wrote: I agree, the matte option should be renamed to shadow catcher, because that's what it actually is. We will probably do that in version 3. To do what you wanted to do, use the render layer system.
If would be really great if you do that.
And I guess I'll have start looking more in to render layer system. Thanks for the heads up.

And Abstrax
Do you plan to introduce Global Material Override for objects in the scene.?
Similar to Clay mode but with custom material.
It might be relatively easy to do that in standalone with node based system. But it's a real pain to do in Max. You end up with bunch of save files. All goes to trash if you make changes in the scene.
It was a long awaited feature for me.
Thanks.
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smicha
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Small wish for 3- may we have a global subdiv level on/off button?
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