Octane Render 1.022 beta2.2 RC1 available [obsolete]

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gristle
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Right click with the material dropper function is a bit odd. Selection box appears when you are click and dragging, navigating scene (both middle mouse and right). Perhaps it would be better if the box only popped up after a on/off click?

Got the black stripes in pathtracing as well.
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RAiNER
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another workaround for this is to use ctrl + mouse wheel and zooming out the canvas
after that the splitter works ok .. at least for me ;)
Dragonian wrote:Hi! Here is some bugs i've encountered with this build.



I've noticed problem with Render Viewport,
it happens from time to time while dragging splitter between viewport and node editor,
it looks like RenderView is properly resized but lost its coordinates...
while draggin splitter up - RenderView Goes down (including Rulers) revealing empty space between rulers and "Render Viewport" toolbar
while draggin splitter down - it reveals some "Garbage"
If this happens - only workaround i've found - to save, close and Reopen Octane Render

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Win 7 64bit | Quad core Q6600 @ 3.6Ghz | Geforce GT 285 1GB RAM | 4GB Ram system
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pixelrush
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well may as well post some feedback.

1.sometimes on loading a mesh I'm getting vertical bars over the entire viewport of the image and black 50/50 about 3mm wide - *usually* goes away if I change to pathtracing and back.
if I use an hdr for background with pathtracing it produces the bars all the time but only on the actual model. directlighting is fine but is showing subtle triangular faceting of smoothed faces not present in other combinations.

2.prior beta issue - if I import a mat as glossy and then change it to spec it loses the set colour back to white.

3.somehow ended up with a daylight rendering where it looked like it was nighttime with a horizontal spot light was shining or in another case there was a bright blue moon glow - eventually crashed - cant reproduce same..

4. Octane is very slow to close now - maybe 10 secs here.
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Octane v1.55
YoonKyung
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Is this bug reported?
multi-gpu-bug.PNG
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Win7 64 | 2x XEON | 12GB | 8x GTX580
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radiance
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YoonKyung wrote:Is this bug reported?
multi-gpu-bug.PNG
if you're rendering with filtering enabled, yes, it's even mentioned in the first post as a known issue still to be fixed.

Radiance
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YoonKyung
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Filter is not enabled.
multi-gpu.PNG
Win7 64 | 2x XEON | 12GB | 8x GTX580
Win7 64 | 2x XEON | 12GB | 8x GTX580
Win7 64 | 2x XEON | 12GB | 8x GTX580
Win7 64 | 2x XEON | 12GB | 8x GTX580
xtrm3d
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apology for not reading everything ( about to run out )
but the gpu memory become full very easilly ..

load a scene with texture 337.4 mb used gpu memory out of 1005
swap environment to daylight 435 mb used gpu memory
swap back to texture environment ( no texture loaded !!dafault white ) 532 mb used gpu memory
swap environment to daylight 630.2 mb used gpu memory
swap back to texture environment ( no texture loaded !!dafault white ) 727 mb used gpu memory
swap environment to daylight 825.5 mb used gpu memory
swap back to texture environment ( no texture loaded !!dafault white ) 923 mb used gpu memory
swap environment to daylight

crash !!
failed to allocate gpu mage texture ..
pelase reduce scene complexity


window 7 gforce gtx 280 cuda driver 3.00 cuda runtime version 3.00
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kubo
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Actually it doesn't only happen with that, it's been reported that it can happen with almost anything that involves "uploading" to memory, changing the resolution, switching betwen materials and mesh...
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radiance
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we're looking into it.

Radiance
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Nostromo
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It's an issue with releasing texture memory. This means everytime you change your setup (load scene,change display object, etc..) the memory allocated to textures for the displayed object wasn't released. One stupid line of code but then also easy to fix :)
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