modo > Octane / Export Script v1.04

Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

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stenson
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Joined: Wed Jun 02, 2010 8:51 pm

New production ready version!

Features and Bug Fixes:
-crushed a bug when more then one scene was open caused the script to export wrong camera
-if you was using the item ref system octane crashed, this bug i crushed
-edited the pdf manual
Attachments
modo2octane_1.022_v1.04.zip
(188.46 KiB) Downloaded 516 times
Fredrik Stenson

http://www.stenson.tv
modo resource @
http://www.modo.stenson.tv
sjogren
Licensed Customer
Posts: 74
Joined: Wed Mar 03, 2010 9:51 pm
Location: Sweden

I have been trying some animation tonight and got a problem!
If I start a animation render, Octane is using some ram memory but never release all of it,
After 10 frames Octane have used all my ram and starting to write to disk, then becomes very slow and starting to crash!
with low settings(32 s/px), almost doesnt release anything, with 256 s/px, release some but far from all?
Probably not the plugin?, but is it Octane or is it my computer or...?

But these 10 frames are working great! :D
Windows 10 (64-bit) | GeForce GTX 1070 & 970 (416.34) | i7 6850K | 32 GB System Memory
Modo 12.1v2 | Plugin Version: latest beta 4
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radiance
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Joined: Wed Oct 21, 2009 2:33 pm

Hi,

You're starting/quiting octane for each frame right ?

If you quite octane, the process quits and the OS should restore the memory.
So it seems very strange that this could happen...

Can you explain in detail what you're doing ?

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
sjogren
Licensed Customer
Posts: 74
Joined: Wed Mar 03, 2010 9:51 pm
Location: Sweden

Yes octane is starting/quiting for each fram.
When I hit render animation Octane starts to load everything and I can see my ram usage increase,
Then when it starts to render the ram usage starts to decrease,
but not to the point where it was before I started Octane for the first frame,
when the frame is finished it shuts down and start again and my ram usage increase again.
but becuase my ram usage is not restored completly, my ram usage is growing for every frame.
with longer rendertimes, octane have more time to release more ram (not alot),
with short rendertimes I used all of my ram fairly quick.
I hope my explaning is understandable!!!
Windows 10 (64-bit) | GeForce GTX 1070 & 970 (416.34) | i7 6850K | 32 GB System Memory
Modo 12.1v2 | Plugin Version: latest beta 4
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stenson
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Posts: 53
Joined: Wed Jun 02, 2010 8:51 pm

Sorry, but I'm not abel to reproduce your bug, not on either system (win7 or os10.6)
If you still having the issue, can you post some screen shoots of your settings, post a copy of the event log, show us your task manager and things like that.

thanks.
Fredrik Stenson

http://www.stenson.tv
modo resource @
http://www.modo.stenson.tv
sjogren
Licensed Customer
Posts: 74
Joined: Wed Mar 03, 2010 9:51 pm
Location: Sweden

been testing some and it looks like its Modo that got all my ram, in that case Im sorry radiance :oops: ?
How does the eventlog in Modo work, and which log is interesting?
Some screenshots!
Image
Image
Hoping for a solution...
/Sjogren
Windows 10 (64-bit) | GeForce GTX 1070 & 970 (416.34) | i7 6850K | 32 GB System Memory
Modo 12.1v2 | Plugin Version: latest beta 4
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stenson
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Joined: Wed Jun 02, 2010 8:51 pm

This is odd.

What version of modo are you running? (sp version or build number)
How big is you scene?

If you're saving JUST only the obj 10 times do you run out of memory then as well?

cheers

ps. attached screen shoots showing how to get to the event log.
Attachments
Then save the log master list.
Then save the log master list.
First open the event log viewport.
First open the event log viewport.
Fredrik Stenson

http://www.stenson.tv
modo resource @
http://www.modo.stenson.tv
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stenson
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Joined: Wed Jun 02, 2010 8:51 pm

is your obj about 350mb?

no, it's closer to 150mb right?

I can confirm your issue! I'm currently looking for where the memory leak is.
Hopefully it's in my script, but i think it's in modo.
Fredrik Stenson

http://www.stenson.tv
modo resource @
http://www.modo.stenson.tv
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stenson
Licensed Customer
Posts: 53
Joined: Wed Jun 02, 2010 8:51 pm

Alright, so there's a bug in modo 401 that causes the undo stack to fill up the memory.
The 1.05 will be a bit better and use less memory per frame, but not much and until luxology fix the bug you'll run out of memory eventually.

1.05 will be released soon, just want to test it and optimize some more.

cheers
Fredrik Stenson

http://www.stenson.tv
modo resource @
http://www.modo.stenson.tv
teknofreek
Licensed Customer
Posts: 92
Joined: Mon Apr 12, 2010 12:27 am

Thanks for your efforts Frederik!! :D
At present v1.04 is working basically fine for what I want.
There is an odd behaviour if I render one mesh (chicken that I used before), delete it and load a different mesh (robot mech) into modo and re-render using the script. If I load the ocs file directly into Oct that is generated without changing the project name (ie overwriting the first file(s)), it has the "mech mesh" but has the textures and colours of the chicken ie white yellow and red.. A bit wierd and I haven't explained well here, but haven't done a lot of checking. Oh and btw I may be doing something wrong, I'm still pretty newb with modo.
It's as if the uv's are funny.. so just take this as a comment and when I've got some more concrete data, and/or proved it wrong.. I'll post specifically.

Thanks again!!
Win 10 Pro 64bit, AMD 1950X 3.6 Ghz, Gigabyte AorusG7 X399 MB, 1x GTX 680 1x GTX 770 mainboard, 4x GTX660ti external, 32 GB onboard mem
Nvidia drivers 388.59
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