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Re: OctaneRender for Modo 3.00 [TEST]
Posted: Wed May 25, 2016 12:12 pm
by face_off
I was using octane render region today with the kernel set to 1000 samples, went off for a break to find the samples clocking over 55,000!.... would have kept going if I went out as I planned. Tremendous waste of electricity and general wear and tear on the gpu.
It's the functionality in Octane. If you have comments on it, I suggest you post them in the Octane Standalone 3.00 thread, where the Otoy devs when read them.
Paul
Re: OctaneRender for Modo 3.00 [TEST]
Posted: Wed May 25, 2016 12:44 pm
by MrFurious
face_off wrote:I was using octane render region today with the kernel set to 1000 samples, went off for a break to find the samples clocking over 55,000!.... would have kept going if I went out as I planned. Tremendous waste of electricity and general wear and tear on the gpu.
It's the functionality in Octane. If you have comments on it, I suggest you post them in the Octane Standalone 3.00 thread, where the Otoy devs when read them.
Paul
Maybe so, but would it be possible to do something within Modo to have the render region function more appropriately? Just seems bizarre it would behave that way even in standalone. I'll also be posting this in the OT3 standalone thread
Re: OctaneRender for Modo 3.00 [TEST]
Posted: Wed May 25, 2016 1:14 pm
by face_off
Maybe so, but would it be possible to do something within Modo to have the render region function more appropriately? Just seems bizarre it would behave that way even in standalone. I'll also be posting this in the OT3 standalone thread
My preference is to keep the plugin in line with Octane Standalone's functionality.
Paul
Re: OctaneRender for Modo 3.00 [TEST]
Posted: Wed May 25, 2016 2:43 pm
by MrFurious
face_off wrote:Maybe so, but would it be possible to do something within Modo to have the render region function more appropriately? Just seems bizarre it would behave that way even in standalone. I'll also be posting this in the OT3 standalone thread
My preference is to keep the plugin in line with Octane Standalone's functionality.
Paul
.. of course.
How about Modo's functionality. When using the render region tool in the native Modo renderer it has an 'additive' effect when you change the render region, that is to say the previous regions remain rendered after you change the region... so you can still see what you worked on before changing the region. The earlier octane for modo render region worked this way as well. But now when using Modo's render region with octane, if you change the region the previous region is filled with black and you lose sight of what was just rendered. It's like it's wiping the slate clean and starting again from a black slate. I'm not sure if this is because it's an early implementation and will improve or if this is what we're stuck with. If you have any info on this please share because so far with version 3 I'm not impressed with either of the two implementations and there's a lack of inconsistency and functionality in the way they work. Native octane render region doesn't know when to stop and modo region keeps blacking out previous regions. How much of this is octane and how much of is the plugin? pardon my ignorance as I hardly ever use standalone and kindof new to modo as well.
Re: OctaneRender for Modo 3.00 [TEST]
Posted: Wed May 25, 2016 11:58 pm
by face_off
How about Modo's functionality. When using the render region tool in the native Modo renderer it has an 'additive' effect when you change the render region, that is to say the previous regions remain rendered after you change the region... so you can still see what you worked on before changing the region. The earlier octane for modo render region worked this way as well. But now when using Modo's render region with octane, if you change the region the previous region is filled with black and you lose sight of what was just rendered. It's like it's wiping the slate clean and starting again from a black slate. I'm not sure if this is because it's an early implementation and will improve or if this is what we're stuck with. If you have any info on this please share because so far with version 3 I'm not impressed with either of the two implementations and there's a lack of inconsistency and functionality in the way they work. Native octane render region doesn't know when to stop and modo region keeps blacking out previous regions. How much of this is octane and how much of is the plugin? pardon my ignorance as I hardly ever use standalone and kindof new to modo as well.
May I suggest bring this up in a few weeks, once I am less busy with Octane 3.00 specific issues.
Paul
Re: OctaneRender for Modo 3.00 [TEST]
Posted: Sat May 28, 2016 2:16 am
by dtschultz
Hey. I'm sorry if the answer to this is something really obvious, but since I update to v3, I can't see any meshes in the render viewport. I've checked and I have the latest Nvidia drivers, and I am following all of the methods I would have in the past to use Octane with Modo. Do you have any idea what could be going on?
Thanks!
Re: OctaneRender for Modo 3.00 [TEST]
Posted: Sat May 28, 2016 3:55 am
by face_off
Hey. I'm sorry if the answer to this is something really obvious, but since I update to v3, I can't see any meshes in the render viewport. I've checked and I have the latest Nvidia drivers, and I am following all of the methods I would have in the past to use Octane with Modo. Do you have any idea what could be going on?
Can you post a screenshot pls? And what does the Octane Log and Modo Event Log show? And check the link in my signature regarding Nvidia driver versions.
Paul
Re: OctaneRender for Modo 3.00 [TEST]
Posted: Sat May 28, 2016 12:05 pm
by jtmsf
Hi,
When I add a "VDBVoxel" item, OctaneRender for modo instantly crashes.
I'm attaching the commandLog report.
I'm using:
Windows10 64bit
Modo 903
Nvidia driver 365.15
OctaneRender Standalone 3.0
OctaneRender for Modo 3.0.20.107 (Modo 901, Modo902 & Modo10.0)
Thanks for your help
(update): I just saw this thread:
viewtopic.php?f=34&t=54304 and it seems the same issue. Is there a forecast for when it will be resolved? Thanks.
Re: OctaneRender for Modo 3.00 [TEST]
Posted: Sat May 28, 2016 1:14 pm
by dtschultz
I realized that is still said Octane v2 in the about Octane tab. I deleted the folder out of my AppData and restarted, and now it works fine.
Thanks!
Re: OctaneRender for Modo 3.00 [TEST]
Posted: Sat May 28, 2016 11:06 pm
by face_off
(update): I just saw this thread:
viewtopic.php?f=34&t=54304 and it seems the same issue. Is there a forecast for when it will be resolved? Thanks.
The next release will be out in the next 2-3 days and will resolve this crash.
Paul