OctaneRender™ 2020.1 RC2 [superseded by 2020.1 RC3]

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rajib
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karu wrote:
rajib wrote: H Parade / Mojave,

I have sent a link to a scene file (via PM to Paride) that will give the OOC error that I have been reporting in Daz plugin and now will crash 2020.1.RC2 standalone too as soon as it starts to render.

I have also noticed something. The Daz plugin problem starts to occur once OOC Memory usage hits around 8GB+. I tested this theory with a fresh new scene file in Daz and I kept adding copies of a multi High-Res models until it started to give me errors that I have been mentioning. I noticed below 8GB it still was able to render in the Octane Viewport without errors but once I crossed that, I started to get Cuda error 2, "Failed to allocate page locked memory. Error 2", "No device pointer for out-of-core memory", "Render engine failure" and even crashes.

I fell there is some difference in the plugin OOC handing code vs the standalone OOC handling code...

Regards,
Rajib
Hi Rajib,

I suspect the difference is that Daz Studio is using more VRAM and/or more system RAM than standalone. There is no different code to handle OOC between the two; the only difference would be the environment in which the code is running.

(I thought I posted this on the RC1 thread but looks like it was somewhere else so the following is largely a copy-paste.)

The maximum amount of out-of-core memory mappable by applications is controlled by the driver and the GPU. Unfortunately we have no way to know ahead of time what that maximum amount is, and it may depend on runtime factors such as what other applications are doing. Generally it's approximately proportional to the amount of VRAM you have, which is why (for example) going from 64 GB to 128 GB system RAM or increasing Octane's out-of-core limit setting past a certain point is unlikely to improve anything. The setting in Octane controls the limit that Octane itself imposes on OOC memory, but there's no guarantee the driver will let you reach that limit.

Since this is out of Octane's control, the best we can do is improve the UI for the relevant settings/warnings/errors, to make it clear what each actually means, to give the user the best chance to have a working setup, and if all else fails to make it clear where the problem lies. I will try to think of some ways we could improve the user experience.
Hi Karu,

Thank you for the explanation. I hope the UI can be improved in this case so that we as users know why it is happening and can edit the scene / materials to make it fit. May I know once nvlink is supported 100% will this issue go away as linking 2 RTX 2080 Ti should double the VRAM to 22GB and that should help load the scene ? If not, time to start saving for the Titan RTX.... 4 x that will cost a pretty penny or two ;)....

Btw. I did provide a scene file that crashed the standalone too to Paride as soon as it starts rendering (Loading no issue). Hopefully that helps you all to debug it further.

Regards,
Rajib
Windows 10 Pro i9-9980XE 128GB RAM|4 x Titan RTX
Houdini 18.5(2020.2.1.2)|Cinema C4D R26|Daz Studio Pro 4.21.0.5(Octane 2021.1.6.83)
NVIDIA 460.89 Studio Standard
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Notiusweb
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Could the Hair material be upgraded to get a Transmission / Medium node added, so that Groom hair can have SSS Scatter?
You can mimic it with mixing and blending, but would be nice to have a real in-material Scatter that could delicately flow the light, ever so gently and lightly, through each luscious and silky strand of a delightful Groom .
Got it!!!?? :evil:
GroomBloom1.png
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
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wallace
OctaneRender Team
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Joined: Sun Dec 18, 2016 10:38 pm

Notiusweb wrote:Could the Hair material be upgraded to get a Transmission / Medium node added, so that Groom hair can have SSS Scatter?
You can mimic it with mixing and blending, but would be nice to have a real in-material Scatter that could delicately flow the light, ever so gently and lightly, through each luscious and silky strand of a delightful Groom .
Got it!!!?? :evil:
GroomBloom1.png
The scattering of light into the hair fiber is actually already taken into account into the hair brdf, it's an integral of bounces of the hair geometry that takes into account absorption and longitudinal/azimuthal scattering.
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funk
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Location: Australia

I just want to be sure this doesn't get missed. I reported it in the RC1 thread, but it happens in RC2 as well:
viewtopic.php?p=378656#p378656 (has an orbx attached)

There seems to be a regression in 2020 which causes more noise in glass

Image
Last edited by funk on Thu Apr 02, 2020 9:30 pm, edited 1 time in total.
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
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funk
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I also reported this in the RC1 thread. Octane is rendering this HDRI incorrectly.
viewtopic.php?p=377892#p377892 (orbx attached to that post)

Image
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
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Notiusweb
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Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

wallace wrote:
Notiusweb wrote:Could the Hair material be upgraded to get a Transmission / Medium node added, so that Groom hair can have SSS Scatter?
You can mimic it with mixing and blending, but would be nice to have a real in-material Scatter that could delicately flow the light, ever so gently and lightly, through each luscious and silky strand of a delightful Groom .
Got it!!!?? :evil:
GroomBloom1.png
The scattering of light into the hair fiber is actually already taken into account into the hair brdf, it's an integral of bounces of the hair geometry that takes into account absorption and longitudinal/azimuthal scattering.
Oh...Oh yeah...right right....I knew that.... :oops:
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
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Plugs: Enterprise
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funk
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Location: Australia

BUG: Changing IOR breaks displacement until render is restarted

1. Load the orbx and click the render target to start rendering
2. Select the "mat1%default" nodegraph
3. Change the glossy material's IOR from 1.5 to 1.55

Displacement is now rendering incorrectly.
change_ior_breaks_displacement.png
Attachments
change_ior_breaks_displacement.orbx
(99.87 KiB) Downloaded 275 times
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
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Notiusweb
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Otoy team, BTW - are you already experimenting with 2021 features?!
:P
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
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VVG
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Joined: Sat May 07, 2016 2:34 pm

texture displ refraction bug?
Attachments
bug displ.orbx
(36.38 MiB) Downloaded 354 times
screen.jpg
Win 10x64, AMD 1950x 16C/32T, RAM 32Gb, RTX 3060x3
Octane-for-C4D(R23.110)2021.x.x, Cycles4D, Centileo. Nvidia 472.47 STUDIO
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funk
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Location: Australia

BUG: Noise in random walk using gradient albedo in this scene

I'm getting some strange green fireflies/noise when I plug a gradient into the random walk albedo in this scene

If I just use an RGB color (or set this gradient to constant so its 1 color), the noise goes away

1. Load the orbx and click the render target to start rendering
2. Select the mat1%default nodegraph
3. Change the medium random walk > albedo > gradient interpolation between constant and linear.
sss_noise_gradient_albedo.png
EDIT: The noise appears to be mostly in the "biased" part of the random walk. If I set the bias slider to 0, the green noise is minimised, while at 1 its really extreme
sss_noise_gradient_albedo_002.png
Attachments
sss_noise_gradient_albedo.orbx
(392.09 KiB) Downloaded 253 times
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
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