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Re: Version 2.05.0 - Updated on (14.08.14)
Posted: Sat Aug 16, 2014 7:00 pm
by mate
-The LiveDB window starts with the first line of names for materials hidden so you have to scroll up a tiny bit first. This is obviously a very small thing, not even a bug, but very distracting, because it looks like the names UNDER the materials are the ones belonging to the thumbnails, so I kept downloading the wrong materials
Re: Version 2.05.0 - Updated on (14.08.14)
Posted: Sat Aug 16, 2014 8:28 pm
by desire
Render log says "Can't Read Preset File: E:\Programs\CINEMA 4D R14\plugins\c4dOctanepresets.dat" (at versions 2.00, 2.05...)
Say please where I can get this file? Thanx
---And one more question - now unavailable to send to octane scene which takes over 4.2Gb of GPU memory (at least I haven't get it)
Tested on different scenes with and without materials.
SORRY. Some incorrect information. Feeling like there is a plug-in limit on the number of loaded geometry.
For example, the scene can take just about 2GB of GPU memory, but with the adding of one simple model to it and.... render is failing.
No matter about quantity or type of materials.
Win7 64bit gtx770 4gb & gtx780 6gb (render use only 780) 32gb memory, nvidia driver 337.88
https://yadi.sk/d/HNt7uxRTZnyA4 - link to one more Render Log file
thank you
Re: Version 2.05.0 - Updated on (14.08.14)
Posted: Mon Aug 18, 2014 7:44 am
by juergenkoch
Hello Aoktar,
yes, with transform mblur it works... no memory promlem. Thanx
Jürgen
aoktar wrote:juergenkoch wrote:My CPU Memory runs out of Memory... I have a high detailed Car model with Millions of polygons. Full motion blur in the render settings and Vector-M.Blur in the octane-Tag. I have 32 Gb memory. Octane runs very good, no problems to render. I rendered the same scene with 2.04 without the memory problems (ca 600 pics), but i dont know the memory consumtion there. Now after 15-30 pics 32 Gb are full

this sounds like a memory leak with vertex mblur. you don't need vertex blur for a car. it stores states of objects' vertices each frames. try with only transform mblur. I'm on a short vacation. I'm going to check when I'm back
Re: Version 2.05.0 - Updated on (14.08.14) Network rendering set
Posted: Thu Aug 21, 2014 9:30 am
by cbcboctane
Hello everybody,
Maybe someone could help me, i use a mac pro 2010 as the master and and pc with two gtx780 as a slave,
the standalone is activated on the slave and the master "sees" that the two gpu's are OK and running
on the slave.
But how do i activate my plugin on the master if the standalone is activated on the slave?
Do i need a second standalone license?
The user "eyeonestudio" tells that the standalone is not needed on the master.
Many thanks,
Christophe, Brussels
Re: Version 2.05.0 - Updated on (14.08.14)
Posted: Tue Aug 26, 2014 1:03 am
by aoktar
Hi all,
because of some user question about hair usage, i have done a quick sample. That's not perfect but ok. I hope that helps.
EDIT:
Hi all,
sadly i have to say that found a bug on hair uvs. That's looking reverse for Picture Viewer rendering. After fixing, previous render is looking like that.
Re: Version 2.05.0 - Updated on (14.08.14)
Posted: Sat Aug 30, 2014 9:07 pm
by Silverwing
Hey Ahmet,
I noticed that in the latest built 2.05.0 If you set a subdivision level for a certain mesh. It is ignored for the final render.
Its not a bit deal for now. But for the future it would be nice if fixed!
Cheers,
Raphael
Re: Version 2.05.0 - Updated on (14.08.14)
Posted: Mon Sep 01, 2014 3:37 pm
by ASyme1
Hi Ahmet-
I've got a bug for you. In 2.0.5 I've been getting the dreaded "render first frame and quit" thing again. I remember this happening somewhat in a pre 2.0 version. Basically everything is set up properly to render X amount of frames, but it would just stop after the first frame. This is a heavy scene but I went back to 2.0.4 and it's working fine.
Can you look into that? It's a deal breaker obviously.
thanks-
alec
Re: Version 2.05.0 - Updated on (14.08.14)
Posted: Mon Sep 01, 2014 3:56 pm
by aoktar
ASyme1 wrote:Hi Ahmet-
I've got a bug for you. In 2.0.5 I've been getting the dreaded "render first frame and quit" thing again. I remember this happening somewhat in a pre 2.0 version. Basically everything is set up properly to render X amount of frames, but it would just stop after the first frame. This is a heavy scene but I went back to 2.0.4 and it's working fine.
Can you look into that? It's a deal breaker obviously.
thanks-
alec
i can check that if you provide a scene. But scene has to produce the problem.
Re: Version 2.05.0 - Updated on (14.08.14)
Posted: Mon Sep 01, 2014 6:37 pm
by cyartist
I had this problem too when using the render que. However if I remember it was something to due with the output settings...just can not remember what i did to fix it. If I remember I will post the solution.
Re: Version 2.05.0 - Updated on (14.08.14)
Posted: Mon Sep 01, 2014 7:29 pm
by cyartist
Now after thinking about it I remember it was something to do with some Splines I had in the scene as I got a duplicate naming error warning on the splines.
Once I deleted the problem Spline the file rendered fine. Do you have Splines in your scenes or duplicate same named objects?