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Re: OctaneRender for Modo Beta 1.54 [TEST]
Posted: Tue Jun 10, 2014 10:32 am
by v1adut
FooZe wrote:v1adut wrote:Hi Paul
I get this errors
CUDA error 2 on device 0: The API was unable to allocate enough memory to perform the requested operation.
-> Failed to allocated device memory
CUDA device 0: Failed to allocate film buffers
CUDA error 2 on device 0: The API was unable to allocate enough memory to perform the requested operation.
-> Failed to allocated device memory
CUDA device 0: Failed to allocate film buffers
CUDA error 2 on device 0: The API was unable to allocate enough memory to perform the requested operation.
-> Failed to allocated device memory
CUDA device 0: Failed to allocate film buffers
The GPU I use are GTX Titan Black, I used GTX 670 before with one 6 pin power and one 8 pin power.
Is it possible this error to be because the card is underpowered. The reason I ask, is because My power cable comes from one cable tat splits into 2 cables of 8 pins, or this is an octane plugin error.
Usually if your PSU is powerful enough on the 12V rail, it doesn't matter if all the power comes down one cable.
How big is the scene and render resolution?
Are you running out of VRAM?
Thanks
Chris.
Hi Chris,
My scene is 200megs on the GPU. THE RESOLUTION IS 1080, my psu is 850 watts corsair 1 gtx titan, 1 gtx 660, 3930k stock, 16 gb ram.
I get random error that octane plug in can not load the scene into the gpu, but strangy sometime it works even with this error.
Re: OctaneRender for Modo (Windows) 1.55 [TEST]
Posted: Wed Jun 11, 2014 7:22 am
by face_off
I have refreshed the installer at the top of this thread with:
1.55.0.72
- Added NoLiveGeometryUpdate button to the Viewport toolbar
- If enabling Viewport Navigation with Load All Frames Into Octane enabled, a Y/N dialog is presented to allow the auto-disabling of that property
- Additional fix to the issue where adding Octane Overrides to Shader Tree Library materials was not working correctly
- Added checkbox to set the Octane Len Shift to the Modo Film Offset
- Meshes with Bounding Box ticked can now be rendered if you tick Load Cage
- Fixed issue where a node linked to two pins would only update the first pin when the node value was changed
- Fixed issue where adding Octane Overrides to Shader Tree Library materials was not working correctly
Paul
Re: OctaneRender for Modo (Windows) 1.55 [TEST]
Posted: Wed Jun 11, 2014 2:27 pm
by lightboy
Hi paul
Just downloaded the latest build.
I'm still having problems with the view port navigation, if you rotate around and pan your point of view enough it still gets out of synch and gets gimble lock so it becomes hard to get the angle you want.
I was thinking is it possible to reset the centre of rotation like in the standalone version? I think if you could pick the rotation point it might solve the issue.
By the way I have purchased the upgrade to 2.0 with the update to the plugin (Thanks for the free update) But I'm not installing it until the issues with the speed of the new version (standalone) are looked into and resolved.
I have started to work on a project and am happy with version 1.5 it's all I need for this one, just want to hammer out the last of the issues with the plugin.
Thanks
Keith
Re: OctaneRender for Modo (Windows) 1.55 [TEST]
Posted: Wed Jun 11, 2014 10:13 pm
by face_off
I'm still having problems with the view port navigation, if you rotate around and pan your point of view enough it still gets out of synch and gets gimble lock so it becomes hard to get the angle you want.
I was thinking is it possible to reset the centre of rotation like in the standalone version? I think if you could pick the rotation point it might solve the issue.
Reseting the centre has been requested before, so I need to look at it - it's not trivial because it needs the pan the camera "target" according to a point on the Viewport, so there is some complex maths to do that. But I have added it to the list.
By the way I have purchased the upgrade to 2.0 with the update to the plugin (Thanks for the free update) But I'm not installing it until the issues with the speed of the new version (standalone) are looked into and resolved.
I have started to work on a project and am happy with version 1.5 it's all I need for this one, just want to hammer out the last of the issues with the plugin.
Don't believe the hype.....I would be amazed if you find any render speed difference (none of the beta testers noticed it). Most people seemed to think it cleared the noise quicker, so was effectively rendering faster. Just the Render Region alone justifies updating.
Paul