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Update Indigo 4047 Materials Pack
Total 768 Materials [ 1.57GB ] [ Shader 128 Materials ]

Download:
https://yadi.sk/d/NLyR2MTb33KsuL


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Indigo 100
Where can I get "Measured Materials"?


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Hi,
if I enable OpenCL - GPU rendering, OpenCL seems to compile the shader programs, but then I get 0 samples per pixel with my scene, while the sample scenes shipped with Indigo seem to render fine.
To give you a better picture:
Windows 10 64 Bit, nVidia GTX1070 8GB

- My Scene - Indigo 3.8 - CPU - Renders OK
- My Scene - Indigo 3.8 - GPU - Renders OK
- My Scene - Indigo 4 - CPU - Renders OK
- My Scene - Indigo 4 - GPU - Does NOT Render
- Indigo Sample - Indigo 4 - CPU - Renders OK
- Indigo Sample - Indigo 4 - GPU - Renders OK

Unfortunately I cannot send you my scene, but do you have any tips to help me troubleshoot it, any particular materials or flags which are not supported by Indigo 4 - OpenCL - GPU?
Thanks,


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No clues in the render log?


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Oscar J wrote:
No clues in the render log?

Where do I find the render log?


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Indigo 100
walnist wrote:
Oscar J wrote:
No clues in the render log?

Where do I find the render log?


On the drop down menu


Attachments:
Render Log.jpg
Render Log.jpg [ 16.76 KiB | Viewed 1438 times ]
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So this is the log:
Building OpenCL scene data.
Licence request connection done, got licence until 600 s from now.
Num buffer layers: 1
Master buffer size: 30.480 MB
Settings:
Image width: 400 px
Image height: 400 px
Supersample factor: 4
Internal image width: 1632 px
Internal image height: 1632 px
Verbose: false
Image save period: 10 s
Splat filter: FastBox
Downsize filter: mn_cubic, blur=1.000, ring=-0.000, support=3.300px
Metropolis: false
Bidirectional: false
Aperture diffraction: true
Post-process diffraction: false
Auto setting number of threads to 12.
Finished initialisation (Time Taken: 1.59 s)
OpenCL code for GeForce GTX 1070 built. (elapsed: 0.4900 s)
OpenCL code for 'diffuse' on GeForce GTX 1070 built. (elapsed: 0.01654 s)
OpenCL code for 'translucent' on GeForce GTX 1070 built. (elapsed: 0.01370 s)
OpenCL code for 'phong_nonbasic_8659449695711977334' on GeForce GTX 1070 built. (elapsed: 0.01801 s)
OpenCL code for 'oren_nayar' on GeForce GTX 1070 built. (elapsed: 0.01554 s)
OpenCL code for 'specular' on GeForce GTX 1070 built. (elapsed: 0.01377 s)
Re-checking network licence: Found valid network floating licence.
Starting threads... (num threads: 12)
Starting render thread. (RNG seed=0)
Optimised OpenCL code for 'diffuse' on GeForce GTX 1070 built. (elapsed: 0.01719 s)
Optimised OpenCL code for 'translucent' on GeForce GTX 1070 built. (elapsed: 0.03871 s)
Exception while advancing OpenCL PT: clEnqueueReadBuffer failed reading bucket: CL_OUT_OF_RESOURCES
OpenCL build program failed. Build log:


So the error seems to be: CL_OUT_OF_RESOURCES
Can it be due to meshes being too complex?


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Ok I made some progress: by removing Oren Nayar material, the CL_OUT_OF_RESOURCES error disappears, and the renderer now apparently generates samples.

The problem is the rendered image remains pitch black, it seems the light sources do not work.
As light source i use a diffuse material with RGB base emission properties.

With the same settings, the scene rendered on the CPU is perfectly lit.


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From your log file it seems you have a "phong_nonbasic_8659449695711977334" material. Not sure what that is? It does build the material, but you see that the CL_OUT_OF_RESOURCES message happens just as it's about to optimise the material code for that material.

Oren Nayar materials definitely works using GPU, so I doubt that's the actual problem here. Try the Reinhard option and see if the render remains black.


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Oscar J wrote:
From your log file it seems you have a "phong_nonbasic_8659449695711977334" material. Not sure what that is? It does build the material, but you see that the CL_OUT_OF_RESOURCES message happens just as it's about to optimise the material code for that material.

Oren Nayar materials definitely works using GPU, so I doubt that's the actual problem here. Try the Reinhard option and see if the render remains black.


That material was a phong with a shader, and you're right, disabling that made the error disappera.

I've now disabled all shaders, yet the image remains pitch black, even with Reinhard tone mapping.


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Ok I found the last error.
Light sources were modeled as Sphere objects.

Replacing that with normal objects, the scene is lit.

So to sum it up, what so far it didn't work in my scene:

- phong material with a shader
- Sphere objects as light source


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Oh yeah, you can't use sphere primitives in GPU mode at the moment. From viewtopic.php?f=1&t=13927

"Sphere primitives not supported currently". Apparently it will be implemented later in the 4.x series.


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Oscar J wrote:
Oh yeah, you can't use sphere primitives in GPU mode at the moment. From viewtopic.php?f=1&t=13927

"Sphere primitives not supported currently". Apparently it will be implemented later in the 4.x series.


one can uncheck the checked option to render perfect


Attachments:
sphere.jpg
sphere.jpg [ 10.26 KiB | Viewed 1401 times ]
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Im rendering a scene using network. 1 working master (2 gpus) and one slave rendering with (3 gpus). It seems the slave is only contributing the first 100 spp that it calculates very early in the render and never actually contributes much to the overall render. also in the network rendering tab it shows the slave only doing 900k samples/s where it actually runs the scene much faster than the master with 2 slower gpu's which is getting around 6 million samples/s. It looks like the master is unaware of the progress of the slave and never updates the image before it reaches the 2500 spp. :(


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What's this? Can someone give some advice?


Attachments:
Screen Shot 2017-01-02 at 21.09.16.png
Screen Shot 2017-01-02 at 21.09.16.png [ 82.3 KiB | Viewed 1082 times ]
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