OctaneRender® for 3ds max® v2018.1-RC4 - 7.03 [TEST]

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Rik
Licensed Customer
Posts: 423
Joined: Wed Jul 28, 2010 8:57 pm

Hi Paride
Updated the driver as suggested and now nothing will render.

Here's the error log.
Any ideas?

Started logging on 01.03.19 14:57:01

OctaneRender 4.02 (4020000)

[O3m] --- Octane Plugin for 3dsMax : 'OctaneRender 4.02 - 6.13', Core: 'OctaneRender 4.02'---
[O3m] OS: Windows 8 64-bit
[O3m] 3DSMAX_REFCHECK_ENABLED = 0, 3DSMAX_REFCHECK_PARANOID_ENABLED = 0
[O3m] 3DSMAX_REFCHECK_ENABLED = <>
[O3m] 3DSMAX_REFCHECK_PARANOID_ENABLED = <>
[O3m] CPU: AuthenticAMD, Model:unknown, 6 cores, 2756 Mhz
[O3m] oatReadSettingsFromJson(): <C:/OctaneMax_Automate/##OctaneMax_AutoTest_Settings.json>..
[O3m] itoSetState(ITOState_INITIALIZING): elapsed_ms = 444187 Prev state <ITOState_INVALID> ..
[O3m] InteractiveOctane::buildScene() start ..
[O3m] itoSetState(ITOState_STARTING_BUILD_SCENE): elapsed_ms = 172 Prev state <ITOState_INITIALIZING> ..
[O3m] Setting Shutter time to 0 because Motion Blur is disabled.
[O3m] itoSetState(ITOState_STARTING_SCENE_COLLECTOR): elapsed_ms = 16 Prev state <ITOState_STARTING_BUILD_SCENE> ..
[O3m] itoSetState(ITOState_CHECKING_SCENE_COLLECTOR): elapsed_ms = 46 Prev state <ITOState_STARTING_SCENE_COLLECTOR> ..
[O3m] itoSetState(ITOState_COLLECTING_NODES): elapsed_ms = 16 Prev state <ITOState_CHECKING_SCENE_COLLECTOR> ..
[O3m] InteractiveOctane::buildScene(), gTheSceneCollector.sclCheckScene() done.. calling setRenderTargetNode()..
[O3m] itoSetState(ITOState_BUILDING_RENDERTARGET): elapsed_ms = 0 Prev state <ITOState_COLLECTING_NODES> ..
[O3m] buildScene(), setRenderTargetNode() completed.. calling ApiChangeManager::update() ..
[O3m] buildScene(), ApiChangeManager::update() completed..
[O3m] itoSetState(ITOState_NORMAL_RENDERING): elapsed_ms = 78 Prev state <ITOState_BUILDING_RENDERTARGET> ..
[O3m] InteractiveOctane::buildScene() done ..
CUDA error 999 on device 2: unknown error
-> failed to link file
device 2: failed to load OSL shader code:
error : Multiple definition of 'cuSptStatistics' in 'cuda_texturenode', first defined in 'snippets_internal'
device 2: failed to compile module 0
[O3m] rsmSetRenderFailureType(2) !..
[O3m] itoSetState(ITOState_CLOSING): elapsed_ms = 469 Prev state <ITOState_NORMAL_RENDERING> ..
[O3m] Out Of Core memory: Enabled = 0, used=0, maxi=4294967296, used.b.oct=1083695104, tot.used=6340407296, totRam=17090736128
[O3m] gpuHeadRoom=104857600.00
[O3m] [PERMSYNC]: sclStopRender(), NOT reseting nodes..
[O3m] Octane Renderer Failure in Viewport Rendering:
GPU Failure. Check the log for error detail..
[O3m] Out Of Core memory: Enabled = 0, used=0, maxi=4294967296, used.b.oct=1018867712, tot.used=6287273984, totRam=17090736128
[O3m] gpuHeadRoom=104857600.00
[O3m] itoSetState(ITOState_ENDED): elapsed_ms = 5187 Prev state <ITOState_CLOSING> ..
[O3m] Phoenix: <Not installed. Sdk:3.11.00>
[O3m] Phoenix: <Not installed. Sdk:3.11.00>
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paride4331
Octane Guru
Posts: 3808
Joined: Fri Sep 18, 2015 7:19 am

Hi Rik,
As I told: >> 4.02.1 - 6.14 you are not using 4.02.1 - 6.14
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
nick73
Licensed Customer
Posts: 29
Joined: Sun Jun 11, 2017 2:05 pm

paride4331 wrote:
nick73 wrote:Hello,

my 2018.1-RC1 - 7.01 studio - all access has expired two days ago and asking for a newer version, but there is no one available in downloads page. Please make this one available for subscription or allow keep using 7.01. Thank you.
Hi nick73,
you can find it here:
https://render.otoy.com/account/downloa ... oduct_id=1
Regards
Paride
I can download 4.02.1 - 6.14 or 3.08.4 - 5.16. Is this newer version than 7.01 ?
Attachments
download page
download page
User avatar
mbetke
Licensed Customer
Posts: 1293
Joined: Fri Jun 04, 2010 9:12 am
Location: Germany
Contact:

2018.1 RC/ is lastest.
Then 4.xx
and oldest is 3.xx
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

please otoy, create and test a scene with lots of itoo forest objects. instead of 10 sec rendering with 20 gpus it is 1 min because of processing times every frame. Just fix this 3ds max plugin already please!!!!!!
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Hi Paride,
I sent you the scene with slow eval times as PM. Still 35 seconds per frame. Could you guys please fix this bug already.
We also used city traffic 2 in the scene. Link to it http://forum.rendering.ru/viewtopic.php?f=8&t=1428

UPDATE:
Hiding itoo didn't change loading times every frame. The bug points out to the refinery mesh in the scene. It does have a lot of polys but this is a stationary mesh and should be loaded only at frame 1 but for some reason every frame it makes eval times slow


UPDATE2:
When setting this refinery as a movable proxy it evaluates faster. Eval times went from 35 seconds per frame to 6 but then you guys told us stationary objects should not be set as movable proxys. So should we or not set the whole scene as movable proxy? Should buildings be set to movable proxys? Should itoo be set as movable proxy? This looks like a bug

Thank you.
Attachments
slow eval 2.jpg
neonZorglub
OctaneRender Team
Posts: 1005
Joined: Sun Jul 31, 2016 10:08 pm

coilbook wrote:Hi Paride,
I sent you the scene with slow eval times as PM. Still 35 seconds per frame. Could you guys please fix this bug already.
We also used city traffic 2 in the scene. Link to it http://forum.rendering.ru/viewtopic.php?f=8&t=1428

UPDATE:
Hiding itoo didn't change loading times every frame. The bug points out to the refinery mesh in the scene. It does have a lot of polys but this is a stationary mesh and should be loaded only at frame 1 but for some reason every frame it makes eval times slow


UPDATE2:
When setting this refinery as a movable proxy it evaluates faster. Eval times went from 35 seconds per frame to 6 but then you guys told us stationary objects should not be set as movable proxys. So should we or not set the whole scene as movable proxy? Should buildings be set to movable proxys? Should itoo be set as movable proxy? This looks like a bug

Thank you.
Hi coilbook,
I suspect that some modifier in your big stationary mesh could incorrectly trigger a rebuild; I'm looking into it, as well as the other reported slowdowns..
You could keep those objects as movable proxy for the moment, and in the next version, setting it back to non movable proxy should be more efficient.
Thanks for your scene.
Update:
It is more likely that one or mode object in the scene is animated, but not set as movable proxy.
This forces a rebuild of all objects of the static mesh.
You can disable this by unckecking 'Update anim. geometry' in the Kernel settings, making all non movable proxy really static while rendering an animation.
User avatar
mbetke
Licensed Customer
Posts: 1293
Joined: Fri Jun 04, 2010 9:12 am
Location: Germany
Contact:

Still Viewport bug in Forest Pack Pro and moveable proxies.

Itoo told me the error is related to Octane Render:

https://forum.itoosoft.com/forest-pro-( ... renderer)/

https://forum.itoosoft.com/forest-pro-( ... th-octane/
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
User avatar
acc24ex
Licensed Customer
Posts: 1481
Joined: Fri Mar 19, 2010 10:58 pm
Location: Croatia
Contact:

can we update nvidia drivers for this version (v2018.1-RC4 - 7.03) ..

BTW I started using vertex paint first time ever, and on a live project :) - success, and didn't even check does it work only on 2018 and up (not sure why I'd go back to V4?)
.. also I'm gonna say this version is actually pretty stable and I had a good experience running a landscape architecture project with a lot of instances and pretty large memory usage, only crashes I got was when doing some ornatrix tho.. everything else was pretty fast running on a 2080ti strix (don't wanna jinx it, got a few more things to do) ... I'm happy with development of octane so far, now just get into it..

- the cryptomatte so far I've seen does a nice edge detection/line drawing, which is cool, was looking forward to that feature for a long time, might prove very useful, now only to give us some tuts and examples as I've got no idea how to work anything else with it
..octane might finally be maturing, now I hope I could also switch up projects with octane materials into UE some day, and the circle would be complete.. feeling you guys are finally making it..
User avatar
paride4331
Octane Guru
Posts: 3808
Joined: Fri Sep 18, 2015 7:19 am

coilbook wrote:Hi Paride,
I sent you the scene with slow eval times as PM. Still 35 seconds per frame. Could you guys please fix this bug already.
We also used city traffic 2 in the scene. Link to it http://forum.rendering.ru/viewtopic.php?f=8&t=1428

UPDATE:
Hiding itoo didn't change loading times every frame. The bug points out to the refinery mesh in the scene. It does have a lot of polys but this is a stationary mesh and should be loaded only at frame 1 but for some reason every frame it makes eval times slow


UPDATE2:
When setting this refinery as a movable proxy it evaluates faster. Eval times went from 35 seconds per frame to 6 but then you guys told us stationary objects should not be set as movable proxys. So should we or not set the whole scene as movable proxy? Should buildings be set to movable proxys? Should itoo be set as movable proxy? This looks like a bug

Thank you.
I coilbook,
I set, as I told many time, All movable proxy then:
unchek update anim. geometry
time 3 secs.
Please you always do that, all movable proxy.
especially with big scene and network render.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
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