Things to check prior to contacting support via the Octane forums, or email, regarding any of my Octane plugins....
Check the on-line documentation to see if your question is answered there -> https://docs.otoy.com/#
If you have any type of video card or Cuda error or problem:
2) If your OS is Windows, Install Nvidia driver version 358.50
Octane Standalone (any version) from the .exe installer (this will set
the Nvidia driver time-outs)
4) Make sure you have not overclocked your card (use MSI Afterburner http://www.guru3d.com/files-details/msi-afterburner-beta-download.html for this)
5) Install and run GPU-Z (https://www.techpowerup.com/downloads/SysInfo/GPU-Z/) and check your GPU temperatures. Make sure each of your rendering cards is providing valid metrics on the Sensors tab (if not, that card is faulty).
Cuda errors 999 and 719, are usually caused by a hardware problem. If this happens, check to see if Octane Standalone also produces those errors - if it does, then UNDERCLOCKING your card (as per step 4 above) can sometimes fix this.
When contacting support make sure you post :-
1) the Octane Log (or error dialog) showing the full error message
2) What Nvidia drivers you are using. Refer to point 2) above....
3) If the error is in an Octane plugin, is Octane Standalone rendering OK?
4) List the specific card(s) you are using
Artifacts in renders:
1) Check the Kernel->Ray Epsilon. Check the plugin manual at https://docs.otoy.com/# for the recommended settings.
If the issue is regarding noise in renders:
1) Reduce Imager->Hot Pixel (to remove fireflys)
2) Increase Kernel->Caustic Blur (to smooth out Specular and Glossy material highlight noise)
3) When using emitter geometry, use low polygon surfaces (such as a single polygon plane). Avoid having emitters behind glass (ie. behind specular surfaces) - instead add an additional geometry emitter over the glass and set the opacity to 0 (so the light emits but the geometry is not visible).
4) Reduce Kernel->GI Clamp (Try 10. Otoy recommend a GI Clamp of ~10-100x the inverse of the exposure)
5) If you have noise in dark areas this may be due to paths being terminated early, so reduce Kernel->Path Termination Power
6) If the light illuminating the scene has come through a specular (glass)
material, using “pmc” rather than “pathtracing”. In this situation you
can also reduce “kernel”->”direct_light_importance” to give the light
that has passed through the glass more priority. Also, you can let
more direct light through the glass by reducing the glass material’s
opacity (from 1 to say 0.2).
7) If you have had to set your Imager->Exposure substantially higher than 1 (ie. 2 or greater), then there is not enough light in your scene, in which case increase the emitter and/or HDR power.
If the issue is regarding Displacement:
1) If using a Displacement map, remove any Bump or Normal maps.
2) If you use a Displacement "Amount" of 0, the object will not render
Octane assumes black pixels in the displacement map have 0
displacement. If using a displacement map where 0 is a negative
displacement (for example, a map generated from ZBrush), put a "Shift"
of negative half the "Amount" (ie. if the Amount is 0.01, the Shift will
4) Large polygons with displacement will render artifacts if the displacement Amount is small.
Displacement mapping requires UV Projection surfaces. It requires a
displacement texturemap, and procedural textures and Octane nodes which
modify the displacement texturemap will be ignored. Similarly, the
Displacement Texture Greyscale Image "Power", "Gamma" and "Invert" pins
Very large displacement "Amount" values may position vertices in an
invalid position which may crash Octane. So start with small (0.001)
Amount values and increase from there.
7) Displacement will only work on surfaces which have been UV mapped (and have UV coordinates)
The Power, Gamma, Invert and Border Mode of the Image node used as the
Displacement Texture will be ignored when determining the displaced
9) Displacement on very long, thin polygons will render with artifacts
10) Only UV Set 1 is support for Displacement image maps (ie. If Set 2 or 3 is specified, Set 1 will still be the UV set used).