Kernel settings issues (28.13)

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A. Operating System, including version (i.e. Win 7, OSX 10.11.2, Ubuntu 14.04, etc.)
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J.C
Licensed Customer
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Location: Wrocław

1. In render settings the Kernel values reset when switching to other Kernel.
2. Switching kernel in node tree window does not switch kernel in render settings too and the other way round.
3. Clicking new kernel node tree creates empty window. When doing it with materials etc Blender duplicates previous node tree.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
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kabakZ
Licensed Customer
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The issue is still present in 29.X
linograndiotoy
OctaneRender Team
Posts: 1350
Joined: Thu Feb 01, 2018 7:10 pm

No, it has been solved and made better.
That change was not great, to be honest, because going from Direct Lighting to Path Tracing, for example, was providing some very low settings (default values are really low for Direct Lighting).
So we decided to add a specific option that can be set from the Octane Preferences.
Last edited by linograndiotoy on Sat May 04, 2024 1:43 pm, edited 1 time in total.
J.C
Licensed Customer
Posts: 1850
Joined: Thu May 13, 2010 6:35 pm
Location: Wrocław

linograndiotoy wrote:No, it has been solved and made better.
That change was not great, to be honest, because going from Direct Lighting to Path Tracing, for example, was providing some very low settings (default values are really low for Direct Lighting).
So we decided to add a specificn option that can be set from the Octane Preferences.
In which version it was made better?
Last edited by J.C on Tue Apr 23, 2024 3:27 pm, edited 1 time in total.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
J.C
Licensed Customer
Posts: 1850
Joined: Thu May 13, 2010 6:35 pm
Location: Wrocław

Another issue:
Clicking "Quick-Add Node Tree" button opens new Node tree window instead of adding nodes in current empty one.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
linograndiotoy
OctaneRender Team
Posts: 1350
Joined: Thu Feb 01, 2018 7:10 pm

That's actually how's supposed to work. You can just change Kernel is you don't want a new Kernel Node Tree to be created.
J.C
Licensed Customer
Posts: 1850
Joined: Thu May 13, 2010 6:35 pm
Location: Wrocław

Let me explain what is wrong with current workflow:
1. After clicking "New Node Tree" or "New" button an empty node tree editor appears without any nodes. This is wrong behavior.

2. When clicking on "Quick-Add Node Tree" button I presume it will create node tree instead of creating new Node tree editor. If it was written "Quick-Add new Kernel node tree editor" then I would agree it does what it is supposed to do.

3. When clicking on "New node tree" button with existing nodes new empty editor is being created. This is wrong behavior.

Same issue is with Octane Compositor and Render AOV editor.

--------------------------
How it works in Blender:
1. When clicking on "New" button in Shader (cycles, eevee, octane) and Geometry Node Editor default nodes are created inside opened editor not an empty editor.
2. When clicking on "New node tree" button with existing nodes they are being duplicated into new editor.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
linograndiotoy
OctaneRender Team
Posts: 1350
Joined: Thu Feb 01, 2018 7:10 pm

After clicking "New Node Tree" or "New" button an empty node tree editor appears without any nodes, yes. It can be "populated" manually, adding the needed nodes or copying and pasting nodes from another kernel.

It's very specific, of course, and basically I never use it.

Quick-Add Nodetree does what's needed, but I often only use the "New Default" option in Render Properties (those are basically the same thing).

That and the possibility to change Kernel type, always in Render Properties, defintely cover everything about Kernel creation. And it's fast.

Not to mention the fact that once Kernel options are set up and the configuration saved, you don't have to deal with "New Node Tree" and "Quick-Add Nodetree" any more.

Can this be changed and improved, by the way? Of course.

It's in the list, but not certainly a priority. Important issues come first.
Andreas_Resch
Posts: 319
Joined: Sat Jul 28, 2018 6:29 am

I guess if the Kernel handling would be identical to how the Shader Editor works, it would be best.

*) So clicking the "New" button on the empty Kernel editor should create a usable setup - just like a default material is created in the Shader Editor. You could then get rid of "Quick-Add Node Tree" completely.
*) Clicking the "New Node Tree" icon next to an existing kernel should duplicate the actual one and not create an empty one.
*) The "New Default" button can stay and do what it does - why not.

I guess if those things above work like that, a Blender user will feel right at home.
J.C
Licensed Customer
Posts: 1850
Joined: Thu May 13, 2010 6:35 pm
Location: Wrocław

linograndiotoy wrote:...
Can this be changed and improved, by the way? Of course.

It's in the list, but not certainly a priority. Important issues come first.
What's the priority then? Those are long term issues since the Kernel, AOV and Compositor nodes been introduced and should be fixed as soon as possible.
Other issue left unanswered -> Switching kernel in node tree editor does not switch kernel in render settings and the other way round.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
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