OctaneRender™ 2019.1 XB2

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calus
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Joined: Sat May 22, 2010 9:31 am
Location: Paris

Despot wrote:Thin Film doesn't seem to work for me - tried a couple of scenes and no luck - can somebody else confirm this please.
I can confirm thin film Layer is broken for legacy Glossy Material in this release, but works fine for other materials.
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thinfilmtests.ocs
(53.57 KiB) Downloaded 222 times
Pascal ANDRE
calus
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Location: Paris

haze wrote: In most cases our design decisions balance finely between speed and usability. We had layers more separated before, but this presented a few problems: things become more complicated; you hit the limit of how many layers you can have much more quickly, and thirdly you pay dearly in VRAM.
I see, sorry I was pushy about that, it seems I'm way too late in the design discussion.
And the feature is already there: I mean if I need a consistent Thin Film Layer as a layer node I can just use a Specular layer node with same IOR for specular and thin film,
this was just about simplifying the layers.
Pascal ANDRE
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funk
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Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

This scene has a layered material with a diffuse mat as a base material. Octane is not updating when I change the rounded edge radius

1. Select the render target to start rendering
2. select the test nodegraph > round edges node and change radius

Nothing happens. You have to stop the render and restart it to see the change
Attachments
layered_round_not_updating.orbx
(81.65 KiB) Downloaded 188 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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funk
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Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

A weird layer related bug. Both meshes have the same material, which uses a material layer. One renders purple while the other is black
same_mat_different_results.png
NOTE: If I set this up using a layered material, it works OK. I'm using a base material with specular layer plugged into the material layer pin and this seems to be causing the bug.
Attachments
same_mat_different_results.orbx
(94.34 KiB) Downloaded 189 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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haze
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Joined: Sun Feb 08, 2015 8:57 pm

Notiusweb wrote:I am getting GPU orange and red crashes when I use up-sampling. Octane does not like me turning it on and off and modifying in an active scene.
I haven't been able to reproduce this problem. Can you tell me how exactly you were doing that? Does it happen on any scene and any resolution?
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haze
OctaneRender Team
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Joined: Sun Feb 08, 2015 8:57 pm

paride4331 wrote:Hi guys,
AI up-sampler crashes using Titan X (Maxwell) and Windows 7, not using window 10. Pascal works fine.
Regards
Paride
Would you be able to reproduce that and send us the log? Please put cudaAlwaysSync in octane_log_flags.txt as well
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funk
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Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

CUDA crash toggling shadow catcher pin on and off

1. Load the orbx and select the render target to start rendering
2. Select the mat1 nodegraph > diffuse material
3. Toggle shadow catcher on/off a few times

Code: Select all

Started logging on 17.06.19 10:05:27

OctaneRender Enterprise 2019.1 XB2 (6000001)

CUDA error 719 on device 0: unspecified launch failure
  -> failed to wait for event
device 0: path tracing kernel failed
Attachments
sc_crash.orbx
(94.63 KiB) Downloaded 199 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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Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

haze wrote:
Notiusweb wrote:I am getting GPU orange and red crashes when I use up-sampling. Octane does not like me turning it on and off and modifying in an active scene.
I haven't been able to reproduce this problem. Can you tell me how exactly you were doing that? Does it happen on any scene and any resolution?
Happens on any scene at any resolution. Try 1080p, use upsampling, then switch to no-sampling, in my case GPUs sometimes, not always, go orange. I have to hit stop and the reload the render when it does.
Also, I have now found that if I am using upsampling and select a render pass, such as Object Layer or Render Layer Mask, it will also cause GPU readout to go orange, where I must stop and restart render.
It is like the modes themselves will work, but XB2 doesn't like me switching from Up-sampling to Sub-sampling/No-sampling, without stopping first.

I have noted that this never occurs when I just straight use up-sampling without shifting sampling modes, or if I use just regular sub-sampling straight on without ever shifting sampling modes.
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
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Notiusweb
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Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

Have found saving any type EXR also crashes XB2 on any scene.
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
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Notiusweb
Licensed Customer
Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

XB2 shows Build Expires 5Weeks 6Days, but then shows my license expiring in 1 week.
(I have then Enterprise All-Access)
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
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