Thanks a lot for the report anyway. I just checked it and it is fixed. Currently there are no issues reported, so hopefully we can wrap things up and finally release the stable version in the coming days.tim_grove wrote:I would have reported it if I had found it earlier. But only found it when using displacement the other day.
OctaneRender™ 4 RC 7
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Sounds good. Congratulations!abstrax wrote:Thanks a lot for the report anyway. I just checked it and it is fixed. Currently there are no issues reported, so hopefully we can wrap things up and finally release the stable version in the coming days.tim_grove wrote:I would have reported it if I had found it earlier. But only found it when using displacement the other day.
Marcus, can I send you a scene - I just reported that FBX animations do not render on a timeline, only ABC files will.
Meaning, if you run batch render on an FBX animation over a timeline, it will load in the 1st frame and render that frame over and over again.
The batch will number the images up +1, but they will be the same repeated frame.
It is odd because the import does know that each frame of the FBX is different, because if you hit stop and close out the viewport, and then render new again, it will update the frame on the timeline, but then you are stuck with that frame until you hit stop again and reload the render.
For some reason to render each frame independently, you have to reload the scene as new in the viewport, which means you can't run it through batch.
However in the case of ABC file, no issue, you can view each frame independently right from the viewport, and batch can run it, updating each frame like you would want.
Essentially, Standalone does not compile individual FBX frames over a timeline, but does compile individual ABC frames.
Meaning, if you run batch render on an FBX animation over a timeline, it will load in the 1st frame and render that frame over and over again.
The batch will number the images up +1, but they will be the same repeated frame.
It is odd because the import does know that each frame of the FBX is different, because if you hit stop and close out the viewport, and then render new again, it will update the frame on the timeline, but then you are stuck with that frame until you hit stop again and reload the render.
For some reason to render each frame independently, you have to reload the scene as new in the viewport, which means you can't run it through batch.
However in the case of ABC file, no issue, you can view each frame independently right from the viewport, and batch can run it, updating each frame like you would want.
Essentially, Standalone does not compile individual FBX frames over a timeline, but does compile individual ABC frames.
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Yes, of course, please send the scene to me. Thanks.Notiusweb wrote:Marcus, can I send you a scene - I just reported that FBX animations do not render on a timeline, only ABC files will.
Meaning, if you run batch render on an FBX animation over a timeline, it will load in the 1st frame and render that frame over and over again.
The batch will number the images up +1, but they will be the same repeated frame.
It is odd because the import does know that each frame of the FBX is different, because if you hit stop and close out the viewport, and then render new again, it will update the frame on the timeline, but then you are stuck with that frame until you hit stop again and reload the render.
For some reason to render each frame independently, you have to reload the scene as new in the viewport, which means you can't run it through batch.
However in the case of ABC file, no issue, you can view each frame independently right from the viewport, and batch can run it, updating each frame like you would want.
Essentially, Standalone does not compile individual FBX frames over a timeline, but does compile individual ABC frames.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Hi, sorry, I actually have another thing as well.
I am seeing crashes in midst of longer batch renders, say 1000 frames or so, leading to Win 10 reboot.
Not sure what makes it crash, although usually it will be with denoiser and at 1080p res.
I think I ran some lower res ones recently, and they went through fine, but seems like all the 1080p ones crashed if I remember correctly.
Some data from Event Viewer:
Faulting application name: octane.exe, version: 3.8.2.0, time stamp: 0x5b3ed5c1
Faulting module name: octane.exe, version: 3.8.2.0, time stamp: 0x5b3ed5c1
Exception code: 0xc0000005
Fault offset: 0x0000000000849877
Faulting process id: 0x34f8
Faulting application start time: 0x01d47bf553667ce8
Faulting application path: C:\Program Files\OTOY\OctaneRender 3.08.2\octane.exe
Faulting module path: C:\Program Files\OTOY\OctaneRender 3.08.2\octane.exe
Report Id: 0e76f3c8-fff5-4a21-8318-340c94bfb6f6
Faulting package full name:
Faulting package-relative application ID:
Fault bucket 2060411706524516032, type 4
Event Name: APPCRASH
Response: Not available
Cab Id: 0
Problem signature:
P1: octane.exe
P2: 3.8.2.0
P3: 5b3ed5c1
P4: octane.exe
P5: 3.8.2.0
P6: 5b3ed5c1
P7: c0000005
P8: 0000000000849877
P9:
P10:
Maybe these codes yield some info, or thinking I could run a crash log while batch rendering.
THX!

I am seeing crashes in midst of longer batch renders, say 1000 frames or so, leading to Win 10 reboot.
Not sure what makes it crash, although usually it will be with denoiser and at 1080p res.
I think I ran some lower res ones recently, and they went through fine, but seems like all the 1080p ones crashed if I remember correctly.
Some data from Event Viewer:
Faulting application name: octane.exe, version: 3.8.2.0, time stamp: 0x5b3ed5c1
Faulting module name: octane.exe, version: 3.8.2.0, time stamp: 0x5b3ed5c1
Exception code: 0xc0000005
Fault offset: 0x0000000000849877
Faulting process id: 0x34f8
Faulting application start time: 0x01d47bf553667ce8
Faulting application path: C:\Program Files\OTOY\OctaneRender 3.08.2\octane.exe
Faulting module path: C:\Program Files\OTOY\OctaneRender 3.08.2\octane.exe
Report Id: 0e76f3c8-fff5-4a21-8318-340c94bfb6f6
Faulting package full name:
Faulting package-relative application ID:
Fault bucket 2060411706524516032, type 4
Event Name: APPCRASH
Response: Not available
Cab Id: 0
Problem signature:
P1: octane.exe
P2: 3.8.2.0
P3: 5b3ed5c1
P4: octane.exe
P5: 3.8.2.0
P6: 5b3ed5c1
P7: c0000005
P8: 0000000000849877
P9:
P10:
Maybe these codes yield some info, or thinking I could run a crash log while batch rendering.
THX!
Last edited by Notiusweb on Wed Nov 14, 2018 2:35 pm, edited 1 time in total.
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
I'm sorry I seem to have upset you.kacperspala wrote:
I am sorry. How is your 25 years of 3d animation work having anything to do with me asking what is the status of the stable version? No one asked about it, no one care. Also there is a term call software stable version in software development cycle so maybe use 1% of your 25 years to read about that before trying to change the subject.
My experience has to do with your question by directly exploring the definition of stable. Yes, I am well aware of the developer use of the label, "stable," as applied to software. Based on my experience as a professional in the industry, both developing and using tools in the real world, I'm also very aware that it is only that, a label, which rests atop a precarious pile of constantly shifting priorities.
No, I'm not trying to change the subject. I'm trying to constructively contribute to the dialog in a community of creative problems solvers, and perhaps offer some perspective.
Sincerely,
- f
Animation Technical Director - Washington DC
The reported error message is for version 3.08.2. Does that happen with newer versions, too? Anyway for us to reproduce?Notiusweb wrote:Hi, sorry, I actually have another thing as well.![]()
I am seeing crashes in midst of longer batch renders, say 1000 frames or so, leading to Win 10 reboot.
Not sure what makes it crash, although usually it will be with denoiser and at 1080p res.
I think I ran some lower res ones recently, and they went through fine, but seems like all the 1080p ones crashed if I remember correctly.
Some data from Event Viewer:
Faulting application name: octane.exe, version: 3.8.2.0, time stamp: 0x5b3ed5c1
Faulting module name: octane.exe, version: 3.8.2.0, time stamp: 0x5b3ed5c1
Exception code: 0xc0000005
Fault offset: 0x0000000000849877
Faulting process id: 0x34f8
Faulting application start time: 0x01d47bf553667ce8
Faulting application path: C:\Program Files\OTOY\OctaneRender 3.08.2\octane.exe
Faulting module path: C:\Program Files\OTOY\OctaneRender 3.08.2\octane.exe
Report Id: 0e76f3c8-fff5-4a21-8318-340c94bfb6f6
Faulting package full name:
Faulting package-relative application ID:
Fault bucket 2060411706524516032, type 4
Event Name: APPCRASH
Response: Not available
Cab Id: 0
Problem signature:
P1: octane.exe
P2: 3.8.2.0
P3: 5b3ed5c1
P4: octane.exe
P5: 3.8.2.0
P6: 5b3ed5c1
P7: c0000005
P8: 0000000000849877
P9:
P10:
Maybe these codes yield some info, or thinking I could run a crash log while batch rendering.
THX!
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
- SergKlyosov
- Posts: 126
- Joined: Wed Mar 01, 2017 9:33 am
Hi Octane team,
Any news about memory pooling support for Nvidia RTX 2080 and 2080ti cards? Vray GPU can utilize NVLink bridge to almost double the VRAM
Any news about memory pooling support for Nvidia RTX 2080 and 2080ti cards? Vray GPU can utilize NVLink bridge to almost double the VRAM
Win 10 64 | RTX 3090 | i9 9980XE | 64GB RAM
Okay, scratch this. Now that I look again there were a couple things occurring at that time.abstrax wrote:The reported error message is for version 3.08.2. Does that happen with newer versions, too? Anyway for us to reproduce?Notiusweb wrote:Hi, sorry, I actually have another thing as well.![]()
I am seeing crashes in midst of longer batch renders, say 1000 frames or so, leading to Win 10 reboot.
Not sure what makes it crash, although usually it will be with denoiser and at 1080p res.
I think I ran some lower res ones recently, and they went through fine, but seems like all the 1080p ones crashed if I remember correctly.
Some data from Event Viewer:
Faulting application name: octane.exe, version: 3.8.2.0, time stamp: 0x5b3ed5c1
Faulting module name: octane.exe, version: 3.8.2.0, time stamp: 0x5b3ed5c1
Exception code: 0xc0000005
Fault offset: 0x0000000000849877
Faulting process id: 0x34f8
Faulting application start time: 0x01d47bf553667ce8
Faulting application path: C:\Program Files\OTOY\OctaneRender 3.08.2\octane.exe
Faulting module path: C:\Program Files\OTOY\OctaneRender 3.08.2\octane.exe
Report Id: 0e76f3c8-fff5-4a21-8318-340c94bfb6f6
Faulting package full name:
Faulting package-relative application ID:
Fault bucket 2060411706524516032, type 4
Event Name: APPCRASH
Response: Not available
Cab Id: 0
Problem signature:
P1: octane.exe
P2: 3.8.2.0
P3: 5b3ed5c1
P4: octane.exe
P5: 3.8.2.0
P6: 5b3ed5c1
P7: c0000005
P8: 0000000000849877
P9:
P10:
Maybe these codes yield some info, or thinking I could run a crash log while batch rendering.
THX!
V4 was open, but I also had tested something earlier with V3, and I forgot to close it.
But looks like during my render Win 10 was trying to update itself, or fetch some process in preparation for updating.
I'll report if it happens again but isn't occurring with anything else substantial...
THX
PS - as it relates to Octane, after my Nov13 Win 10 update I can't have the Chrome browser open anymore, it hangs everything, Octane included.
I actually had to switch to....
(sniff)
Internet Explorer...

Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise