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Re: OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [TEST]

Posted: Wed Nov 14, 2018 1:42 pm
by Dom74
coilbook wrote:rc7 is stuck on evaluation with a lot of octane proxies or it takes 2-3 min jsut to open 0.9 gb of instanced proxies
rc6 is slow too
it seems that if you create a lot of instances as octane proxies it takes forever to load I guess it loads each proxy separately


UPDATE:
the video is attached. Instanced mesh opens in seconds, instanced proxies take forever

So how can we clone a proxy and have fast eval times?

Thanks
Same for me, In a simple scene with 10 proxies or so far, it take to octane about 2min 30 sec to start rendering in the viewport, and consume a lot of VideoRAM (4GB), RAM (22 GB) and virtual RAM (32GB),
when I replace the octane proxies with Forest Pack Pro proxies (based on the same geometry) the rendering start after 25 sec, and consume less VideoRAM (1.5GB), RAM 16 GB and virtual RAM 16 GB.
I think there is a problem with proxies, for now, they are quite unusable.
another strange behavior, when the rendering start, it's very slow, about 1Msamples/sec, sometimes even less, but if I change the view angle, from a camera to perspective, and back to the camera, the speed jump to 4Msamples/sec.

regards

Re: OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [TEST]

Posted: Wed Nov 14, 2018 2:22 pm
by solomon
any new builds coming soon?

Re: OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [TEST]

Posted: Wed Nov 14, 2018 4:51 pm
by coilbook
Sometimes when max crashes and scene is reopened all materials are black in the editor

Re: OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [TEST]

Posted: Thu Nov 15, 2018 8:09 am
by mbetke
Is it technical possible to do a check if scene fits into memory when denoiser is used?
I had several cases where it renders fine but fails on completion because of memory, resulting in loss of time here.
Maybe a small message that denoiser have been disabled by the system or something like that. Because after each fail I have to restart 3dsmax and load the huge scene again just to disable denoiser, change samples to higher number and render again.

Code: Select all

 Added node <AM163_040> : 1 mesh(s), 3056668 faces MBChanged=1
[O3m] Added node <AM_163_041> : 1 mesh(s), 2470916 faces MBChanged=1
[O3m] InteractiveOctane::buildScene(), gTheSceneCollector.sclCheckScene() done.. calling setRenderTargetNode()..
[O3m] itoSetState(ITOState_BUILDING_RENDERTARGET): elapsed_ms = 81589  Prev state <ITOState_UPDATING_GEOMETRY> ..
[O3m] buildScene(), setRenderTargetNode() completed.. calling ApiChangeManager::update() ..
[O3m] buildScene(), ApiChangeManager::update() completed..
[O3m] itoSetState(ITOState_NORMAL_RENDERING): elapsed_ms = 10795  Prev state <ITOState_BUILDING_RENDERTARGET> ..
[O3m] InteractiveOctane::buildScene() done ..
[O3m] Octane Viewport finished rendering 300 smpl/pix.
[O3m] itoSetState(ITOState_NORMAL_RENDERING_DONE): elapsed_ms = 121275  Prev state <ITOState_NORMAL_RENDERING> ..
denoiserThread1 : Not enough free memory to run the denoiser. Required memory 418.73 MB
[O3m] rsmSetRenderFailureType(2) !..
[O3m] itoSetState(ITOState_CLOSING): elapsed_ms = 499  Prev state <ITOState_NORMAL_RENDERING_DONE> ..
[O3m] Out Of Core memory: Enabled = 0, used=0, maxi=8589934592, used.b.oct=28511617024, tot.used=40481099776, totRam=137347117056
[O3m] gpuHeadRoom=104857600.00
[O3m] [PERMSYNC]: sclStopRender(), NOT reseting nodes..
[O3m] Octane Renderer Failure in Viewport Rendering:
GPU Failure. Check the log for error detail..
[O3m] Out Of Core memory: Enabled = 0, used=0, maxi=8589934592, used.b.oct=18249035776, tot.used=30119014400, totRam=137347117056
[O3m] gpuHeadRoom=104857600.00
[O3m] itoSetState(ITOState_ENDED): elapsed_ms = 11700  Prev state <ITOState_CLOSING> ..

Re: OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [TEST]

Posted: Thu Nov 15, 2018 11:17 am
by paride4331
[quote="mbetke"]Is it technical possible to do a check if scene fits into memory when denoiser is used?
I had several cases where it renders fine but fails on completion because of memory, resulting in loss of time here.
Maybe a small message that denoiser have been disabled by the system or something like that. Because after each fail I have to restart 3dsmax and load the huge scene again just to disable denoiser, change samples to higher number and render again.

Hi mbetke,
a good idea, I think that cheks like this depend on SDK; I will ask to developer.
Regards
Paride

Re: OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [TEST]

Posted: Thu Nov 15, 2018 12:39 pm
by mbetke
Glare and Bloom doesn't work when working in viewport and "denoised beauty" pass is choosen.

Re: OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [TEST]

Posted: Thu Nov 15, 2018 4:20 pm
by paride4331
mbetke wrote:Glare and Bloom doesn't work when working in viewport and "denoised beauty" pass is choosen.
Hi mbetke,
I'm testing V4 stable and I have not this issue, In Octane viewport as in Render.
Regards
Paride

Re: OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [TEST]

Posted: Thu Nov 15, 2018 5:33 pm
by mpenna
mbetke wrote:Glare and Bloom doesn't work when working in viewport and "denoised beauty" pass is choosen.
It seems glare and bloom are only shown after the denoising. Just wait a couple of seconds and the viewport will update.

Re: OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [TEST]

Posted: Fri Nov 16, 2018 7:08 am
by mbetke
Yes I noticed too after posting here. I usually denoise after 300 samples and finish rendering then with a 0.3 noised image mix. So it didn't reach the 300 samples and looked like it was broken. It's a it confusing. :)

Re: OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [TEST]

Posted: Sat Nov 17, 2018 2:34 am
by coilbook
Hi Paride,
were you to reproduce stuck on evaluation/slow eval. When we have a lot of cloned cars as instance octane stuck on eval

it seems that it evaluates 3ds max instances like copies very slow. It now eventuates as slow as octane 3 again

I have 10 unique cars total poly count is 2 mil. If I clone then 50 times as INSTANCE it wont even render. stuck on processing even thought these are instances

I attached another video. I just don't understand why 3ds max copied instances are so slow. Itoo forest with thousands of instances loads in seconds. This is in both rc6 and rc7. I though some versions started to speed up geometry processing now it is back to slower than v3
And as I mentioned earlier the scene only uses 0.9 GB

UPDATE:
Ok I did some previous versions tests. So it takes RC6 and RC7 3 min 14 sec to open 50 instances (1GB vram)

RC4 takes only 1 min 50 seconds to open 50 instances (1GB vram). Still very slow for just 1 Gb of vram but newer version got even worse. This is far from what they said 20mil polys in under 5 seconds. Please otoy fix it. Denoiser won't matter if I spend 2 min per frame just processing geometry. I am not sure what to even think about real time brigade rendering anymore

Thanks