Hi Karba,
Bug Network rendering.
OctaneRender® for 3ds max® v2.11.1a
Windows 7 64bit
Octane loses samples when copying to max render buffer. (We just lost 7 gpu's worth of samples over 8 hours. makes me sad. //12000 samples gone)
Some slaves remained connected and their samples were ok. Some slaves and their samples can drop out & fail during the copy to max frame buffer. Octane fumbles the sample count and has no memory of the samples. This has been a recurrent theme on complex scenes, reasonably high resolution and working with network rendering since its implementation.
How to avoid this?
It appears that the master computer/s struggle with the copy to max frame buffer and cannot multi-task during this period. There also needs to be an underlying strategy for a graceful disconnection of slaves so that they never take their samples with them when they quit.
Also, at some time can we implement saving directly from octane buffer?
Regards,
N.
Bug - Network rendering - lost samples when slaves quit
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Before posting a bug report, please check the following:
1. That the issue has not already been disclosed
2. That the issue is specific to this plugin, and not Octane in general (Try reproducing it in Standalone)
Bugs related to the Octane Engine itself should be posted into the Standalone Support sub-forum.
All bug reports should include the information below, along with a detailed description of the issue and steps to reproduce it.
A. Operating System, including version (i.e. Win 7, OSX 10.11.2, Ubuntu 14.04, etc.)
B. Graphics Card(s) model (i.e. GTX 580 - 3GB, TITAN, etc.)
C. RAM Capacity (i.e. 6 GB)
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E. OctaneRender Standalone version, if installed (i.e. 2.24.2, 2.23, etc.)
F. OctaneRender plugin version (i.e. v2.25 - 2.21)
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Hi Karba, thanks for the reply. In Corona the cached samples are all saved to drive. Couldnt Octane progressively save each sample set incase of crashes. Or have Octane autosave the image to disk at different increments eg 2000,3000,4000 samples.
Another option would be saving direct from the Octane frame buffer, why isnt that possible?
Another option would be saving direct from the Octane frame buffer, why isnt that possible?
We understand the issue, but the problem is that not everything is done only on the GPU. Otherwise you multi-GPU rendering wouldn't scale well with many GPUs. I think I have a way how to solve it, but didn't have time to work on it yet. Since this problem moved up in our to-do list, it will hopefully be tackled soon.3dgeeks wrote:Any more thoughts on this?
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Ok, so another version of Octane is out, is there any timeline for when this issue may be fixed. It to me that if you can see the image in the octane frame buffer it cant be too hard to make a button to save direct from frame buffer for a workaround.
For multiple reasons I can't explain in detail it's a bit more complicated than this and it requires some major changes in the render framework. We have it on our to-do list, but I can't tell you when we will have this problem solved. All I can tell you is that I want to have it solved as much as you do.3dgeeks wrote:Ok, so another version of Octane is out, is there any timeline for when this issue may be fixed. It to me that if you can see the image in the octane frame buffer it cant be too hard to make a button to save direct from frame buffer for a workaround.
For now, slaves shouldn't crash. If they do, we need to figure out what is causing the crashes. So if you can reproduce the issue, either post here or send me a PM so we can investigate.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra