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Re: Version 2.02- test version - Update (01.07.14)

Posted: Tue Jul 15, 2014 8:48 pm
by indexofrefraction
hi aoktar… in the FAQ you write :
Q: I'm getting some Render Failure warnings and render is breaked on Picture Viewer. But this scene works on Live Viewer.
A: Please check your objects. Some objects as Hypernurbs which can produce different amount faces on Picture Viewer rendering.
could you explain this a bit further? i still get a lot of failures on mac
this is due to certain objects? can yout tell which exactly?
….

Re: Version 2.02- test version - Update (01.07.14)

Posted: Tue Jul 15, 2014 9:02 pm
by aoktar
indexofrefraction wrote:hi aoktar… in the FAQ you write :
Q: I'm getting some Render Failure warnings and render is breaked on Picture Viewer. But this scene works on Live Viewer.
A: Please check your objects. Some objects as Hypernurbs which can produce different amount faces on Picture Viewer rendering.
could you explain this a bit further? i still get a lot of failures on mac
this is due to certain objects? can yout tell which exactly?
….
i think mac guys have more pain for that.
Render failure, what's that? It's a one kind of error which's produced by Cuda so it's Octane Core. There is no very spesific explanations. But you should check what write down in log window of Octane. You may see some lines which starts as Cuda Error ......
Ok, what causes this?
Something exceeds the limits of gpu. Mostly vram of gpu. Textures can consume much ram then you expected. Also if you have only one gpu, Octane have to share available vram of gpu with System resources.

You should check free vram amount from Live Viewer. If you see it's low, very low as 100mb. You are near to a render failure.
I hope this is explanatory for you

Re: Version 2.02- test version - Update (01.07.14)

Posted: Tue Jul 15, 2014 10:44 pm
by indexofrefraction
dont think its the memory or textures…
i have a file with 2 cameras in a room pointing in opposite directions,
one always gives renderfailures, the other renders fine.
so i thought it might be really caused by an object, as you mentioned it in the faq…
i'm trying to eliminate non-mesh-objects now…

ps.
i get a lot of them in this render and i dont really know why.
is there a guide about hotpixels/fireflies somewhere?
what is causing them?

pps.
just noticed that the environment tag still works even if the sky object is turned off (2 red buttons)
you need to delete it completely to have it off ! is that a correct behaviour…?

Re: Version 2.02- test version - Update (01.07.14)

Posted: Thu Jul 17, 2014 2:41 pm
by Ron
Hi Ahmed,

if I click the restart render button while C4D is rendering in image viewer the whole system is going down until the render is done. Maybe you can add a kind of 'wait until render end' function before the live viewer tries to do at the same time.

Regards

Ron

Re: Version 2.02- test version - Update (01.07.14)

Posted: Thu Jul 17, 2014 2:46 pm
by aoktar
Ron wrote:Hi Ahmed,

if I click the restart render button while C4D is rendering in image viewer the whole system is going down until the render is done. Maybe you can add a kind of 'wait until render end' function before the live viewer tries to do at the same time.

Regards

Ron
we have protection for that, you can click but does nothing. How could you succesed to overcome?

Re: Version 2.02- test version - Update (01.07.14)

Posted: Thu Jul 17, 2014 4:16 pm
by kuro
just purchased and installed 2.02, when I click on DB in octane dialog c4d crashes?

Re: Version 2.02- test version - Update (01.07.14)

Posted: Thu Jul 17, 2014 7:00 pm
by Ron
aoktar wrote:
Ron wrote:Hi Ahmed,

if I click the restart render button while C4D is rendering in image viewer the whole system is going down until the render is done. Maybe you can add a kind of 'wait until render end' function before the live viewer tries to do at the same time.

Regards

Ron
we have protection for that, you can click but does nothing. How could you succesed to overcome?

You mean how could I get into this? I accidently clicked the refresh button ...

Or do you mean how I came out of the freeze? First I killed the C4D process, later I waited if something happens and yes - suddenly it was fine again, after the render job in image viewer was done.

Re: Version 2.02- test version - Update (01.07.14)

Posted: Thu Jul 17, 2014 7:40 pm
by p3taoctane
I can render in the viewport and Render picture window and Octane does fine.
But nothing in the live viewer and I am only getting 2 frames out of the 250 in the picture viewer.

Does this log help troubleshoot that at all.

Thanks

Peter



Shader to texture -> render:14 TM:20 Gradient
Shader to texture -> render:14 TM:20 Colorizer
Shader to texture -> render:10 TM:16 Proximal
Shader to texture -> render:14 TM:19 Gradient
Shader to texture -> render:9 TM:15 Proximal
***** RenderShader INIT FAILED ****** shader:Layer PS:0x000000000A26ACA0 RESULT:-103
Shader to texture -> render:12 TM:33 Filter
Tried to access pin via an invalid ID P_EFFICIENCY (33)
Tried to access null node pin
Can't connect node 'RGB Image' (NT_TEX_IMAGE, 000000001086EC40) to static pin 'unknown' (P_UNKNOWN, type PT_UNKNOWN) of node '' (NT_UNKNOWN, 000000000E8CA040)
Tried to access pin via an invalid ID P_GEOMETRY (51)
Tried to access null node pin
Tried to access pin via an invalid ID P_GEOMETRY (51)
Tried to access null node pin
Tried to access pin via an invalid ID P_GEOMETRY (51)
Tried to access null node pin
Tried to access pin via an invalid ID P_GEOMETRY (51)
Tried to access null node pin
Tried to access pin via an invalid ID P_GEOMETRY (51)
Tried to access null node pin
Tried to access pin via an invalid ID P_GEOMETRY (51)
Tried to access null node pin
Tried to access pin via an invalid ID P_GEOMETRY (51)
Tried to access null node pin
Tried to access pin via an invalid ID P_GEOMETRY (51)
Tried to access null node pin
Tried to access pin via an invalid ID P_GEOMETRY (51)
Tried to access null node pin
Tried to access pin via an invalid ID P_GEOMETRY (51)
Tried to access null node pin
Tried to access pin via an invalid ID P_GEOMETRY (51)
Tried to access null node pin
Tried to access pin via an invalid ID P_GEOMETRY (51)
Tried to access null node pin
--------------------------- EXPORT LOG ---------------------------
Export materials time= 123.795 ms
Collect objects time= 67.153 ms
Meshes creation time = 290.938 ms
Octane voxelization time = 0 ms
Sending to Octane engine time = 4.57 ms
Total export Time = 3526.315 ms

Re: Version 2.03 - Update (19.07.14)

Posted: Mon Jul 21, 2014 9:57 am
by atome451
Thanks for this new update Aoktar! :)

Re: Version 2.03 - Update (19.07.14)

Posted: Mon Jul 21, 2014 11:38 am
by dinf
Thank you for still working on it and updating Ahmet!

Displacement does not work neither with c4d shaders nor textures when they are in Mix Material or in Mix Shader, pure shader/texture only. Is that the way it shall work right now or is it an issue of my machine?