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coilbook wrote:1. there is a bug with a total number of GPUs I have 18 network GPUs and 1 as the main one on the master total 19 plus 1 for denoiser. System keeps telling me I am exceeding 20 and keeps turning off one of the network PCs. Octane 3 does not give me this message Thanks
Thanks for the report, will be fixed in the next release.
coilbook wrote:2. Also why on the second frame and so forth I still have to wait for 25 seconds before rendering starts. The whole scene (a subject moves through woods 5 mil polys scene and 4 itoo forests ) was loaded into vram and still 25 sec wait every frame and this is in octane 4. In octane 3 it is 30 seconds. I am not seeing this real time geometry processing at all. Almost like octane 3 as far as evaluation time
I guess this bug should be scene dependent, so could you please send us the scene?.
I see weird behavior with frame by frame compilation too. It will say building AI cache, or something like that , then it will sit at 0.00 s/px, and then get going.
Meanwhile, the counter estimates a 0 sec production time, and it renders saying it took 0 seconds, when it total took about 10 seconds to process, with denoiser.
Just seems to get messy with the denoiser in the mix with regards to scene building and estimation/record of time per frame.
Also, noticed this trend:
A Daz character with high res hair, high polygon action, takes long as ever to render.
Whereas a SketchUp scene, oh my God...it renders so fast now it is ridiculous.
Seems like geometric scenes render easier than characters or organic stuff (trees, grass, hair).
What is the killer- resolution of render, polygons, or texture size?
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
coilbook wrote:1. there is a bug with a total number of GPUs I have 18 network GPUs and 1 as the main one on the master total 19 plus 1 for denoiser. System keeps telling me I am exceeding 20 and keeps turning off one of the network PCs. Octane 3 does not give me this message Thanks
Thanks for the report, will be fixed in the next release.
coilbook wrote:2. Also why on the second frame and so forth I still have to wait for 25 seconds before rendering starts. The whole scene (a subject moves through woods 5 mil polys scene and 4 itoo forests ) was loaded into vram and still 25 sec wait every frame and this is in octane 4. In octane 3 it is 30 seconds. I am not seeing this real time geometry processing at all. Almost like octane 3 as far as evaluation time
I guess this bug should be scene dependent, so could you please send us the scene?.
Thanks I sent you the scene link as a private message. Could please look into octane 4 and itoo forest with lots of trees and grass, also Phoenix FD like oceans, liquidsetc. Octane 4 is still very slow to process every frame especially in 3ds max. maybe it is 3ds max that messes things up.
Please use the same camera. I know i have 1.6 mil of grass instances but they are instances and should be in the vram by frame 2.
OK - Daz Hair speed is hampered apparently by layered transparency, where you use an opacity map to overlay a geometry, and the light passes through that opacity mapping.
If hair is very complex, it may have multi-layers of this going on.
Will Spectron or Vectron make this type thing render faster?
Like, convert that transmap/opacity map layered geometries into an uber primitive?
THX!
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
If I well understood, specular material (glass) can be made using universal material. Can we have a sample on how to achieve that ? I played around with it using the transmission node but can't get it.
Thanks
Edit : Ok, found it, just had to set the albedo to black Just one other question, is there a difference in render speed using specular or universal ?
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO "I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
I'm experiencing an issue with Octane Render 4 RC2. I'm a subscription user running Octane on Windows 10 64 Bit platform and have a single nVidia GeForce 980Ti.
The problem seems to occur only when using Displacement and Blackbody Emission together. This can be on a single material, as part of a mixed material or the Universal material.
Basically, If I add displacement, everything is fine, if I select 'Blackbody' in Emission, everything is still OK until I then adjust the power control then I get this in the bottom left of the interface.
AI Scene Finished loading 1/1 (with moving horizontal flagpole) - see attched image
This stops the renderer in it's tracks and seems to disable viewport interactivity, although I can save the file.
This is not a 'just wait a moment and things will be OK' situation, at one point I left it like that for 15 minutes, nothing changed.
Is this a known issue ? is it linked to the AVX extensions problem ?
Can somebody from Otoy shed some light on this please, because if this is normal behaviour then Octane render 4 won't be for me I'm afraid.
I'm experiencing an issue with Octane Render 4 RC2. I'm a subscription user running Octane on Windows 10 64 Bit platform and have a single nVidia GeForce 980Ti.
The problem seems to occur only when using Displacement and Blackbody Emission together. This can be on a single material, as part of a mixed material or the Universal material.
Basically, If I add displacement, everything is fine, if I select 'Blackbody' in Emission, everything is still OK until I then adjust the power control then I get this in the bottom left of the interface.
AI Scene Finished loading 1/1 (with moving horizontal flagpole) - see attched image
This stops the renderer in it's tracks and seems to disable viewport interactivity, although I can save the file.
This is not a 'just wait a moment and things will be OK' situation, at one point I left it like that for 15 minutes, nothing changed.
Is this a known issue ? is it linked to the AVX extensions problem ?
Can somebody from Otoy shed some light on this please, because if this is normal behaviour then Octane render 4 won't be for me I'm afraid.
Thanks for your time
Jon
Thanks for letting us know. This will be fixed in the next release.
Hi We have a very large environment 60 kilometers and a small plane (15 centimeters ). To get rid of patchy look on the ground ray epsilon is changed from 0.0001 to 0.001 but then glass on the plane strangely distorts eyes behind the character. like IOR is not working right.
So how can octane deal with huge and tiny objects at the same time?