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Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Thu Apr 27, 2017 10:19 am
by Greggers
Hi Paul ,
Yeah I will upload you the scene file when I get home later. I'm using a MacBook Pro with 16gb ram and an egpu with a 980ti. So as regards ram and verts what do you suggest I set the max verts to in preferences.

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Thu Apr 27, 2017 12:46 pm
by face_off
Yeah I will upload you the scene file when I get home later. I'm using a MacBook Pro with 16gb ram and an egpu with a 980ti. So as regards ram and verts what do you suggest I set the max verts to in preferences.
16GB of RAM is not a lot - so I suspect 20 million Maximum Vertices would be as high as you could go. But you haven't indicated how much VRAM you have, so it's hard to make a recommendation.

Paul

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Fri Apr 28, 2017 8:21 pm
by Greggers
Hi Paul,

Not had a chance to upload the scene file. Regards to vram, i had to google search to find how I find that on my mac.


So I looked in my system report and I have 3 video cards -

Intel HD and next to VRAM(Dynamic, Max) it says - 1536 mb
GT 650M it says - 512mb
980 Ti is says - 6143 mb

Is this the info you need?

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Fri Apr 28, 2017 11:11 pm
by face_off
980 Ti is says - 6143 mb
I'm not sure how much VRAM OSX takes, but say you have the full 6GB VRAM free, you could fit an absolute maximum of 26 million triangles in that space, but I would suggest dropping your Maximum Vertices to 20 million (rather than 26 million) since you don't have a lot of CPU RAM.

Paul

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Sat Apr 29, 2017 1:23 am
by Greggers
Cheers for that Paul :) Well its working anyway as I stated before but If I do run into any vert problems etc I will do what you suggested. Thanks again.

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Sun May 07, 2017 10:30 pm
by SreckoM
I am demoing Octane for Modo, have some questions, first does Octane support MODO proxies? How it deals with that workflow?

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Tue May 09, 2017 4:23 am
by face_off
I am demoing Octane for Modo, have some questions, first does Octane support MODO proxies? How it deals with that workflow?
Hi - pls see question 18 of the FAQ - https://docs.otoy.com/manuals/products/rhino/v3/faq/.

Paul

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Wed May 10, 2017 9:50 am
by face_off
Following is a pre-release of the next version of the plugin.

3.6.5.120
- Resolved issue where some Octane Proxy OCS/ORBX files would not load correctly

LINK REMOVED - to be reposted shortly.

Paul

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Thu May 18, 2017 1:00 pm
by Hesekiel2517
Hey Paul,

everytime i want to create an octane emitter from an arealight Modo crashes or an error occurs.
Error.jpg
The log says:

Started logging on 18.05.17 14:53:19

OctaneRender 3.06 (3060005)

Tried to access null item
Tried to access attribute via invalid ID A_PIN_COUNT (113)

If there is no crash the octane emitter seems to work correctly

Greetings!

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Fri May 19, 2017 8:24 am
by face_off
everytime i want to create an octane emitter from an arealight Modo crashes or an error occurs.
This occurs if you create the emitter whilst the viewport is closed. This problem is fixed in the next release.

Paul