Build with Cuda Kernels = sm_10, sm_11, sm_12, sm_13, sm_20, sm_21
*For now no sm_30 Kernel in this build*
>-As of Revision 44520 Cycles support for mask layers in render layer, Awesome Brecht!!!-<
>-As of Revision 44521 Render a environment map with equirectangular map, Awesome Brecht!!!-<
>-As of Revision 44523 Cycles has ambient occlusion support + Lighting Pass, Awesome Brecht!!!-<
blendix
The rendering device is now set in User Preferences/System/Compute Device. This is where you can choose between OpenCL/CUDA and select your GPU.
For cards using under 1.3 Kernels... Go to the Render tab/ Feature set and select "experimental", this should give you a gpu option. You now have the option to Render with the CPU or GPU.
Here is where you can see which kernel your gpu is using.
Sorry, I don't have multi gpu's to test with :/

Integrations...
Camara Tracking Integration as of Revision 41610
Cycles as of Revision41670
Dynamic Paint as of Revision 41723 - GSoC wiki page
Ocean Sim Modifier as of Revision 41780 - Ocean Simulation Wiki + Notes
Remesh Modifier as of Revision 43010 - Remesh Modifier Wiki
Carve Booleans as of Revision 43428 - Carve Booleans Wiki
UV Tools as of Revision 43460 - UV Tools Wiki
BMesh as of Revision 44256 - BMesh Wiki
Now using 7zip to compress as .7z
Blender 2.63 release candidates available - Ready for testing :)
Build with MSVC 2008 Pro +Cmake on x64 Win7
Win7.x64-46620
WITH_BF_FFMPEG = True
WITH_BF_OPENAL = True
WITH_BF_GAMEENGINE = True
WITH_BF_PLAYER = True
WITH_BF_SDL = True
WITH_BF_ICONV = True
WITH_BF_COLLADA = True
WITH_BF_SNDFILE = True
WITH_BF_CYCLES = True
WITH_BF_OCEAMSIM = True
WITH_BF_REMESH = True
WITH_BF_CARVE = True
WITH_BF_BMESH = True
WITH_BF_QUICKTIME = False
WITH_BF_JACK= False
Happy Blending...
Cheers,
~Tung
No it's not just yours. The only one that worked was DingTo's build.
I just updated my drivers & tried the alb3530 build & it still slows down.
I'll try the blender.org builds though & see if those are laggy as well.
Thanks for your time!
kwayde
Have you updated your drivers for your 440?
I noticted mine get slower as well
Is it just this build?
You could try alb3530 build = http://graphicall.org/444 or a daily build from blender.org = http://builder.blender.org/download/ to compare if the problem is with my build.
I'll dig around a bit, to see if there is more issues of this.
Hopefully it gets back up to speed.
Cheers,
~Tung
@All; but nobody else has that problem with the knife tool? It's messed me up on my re-topo'ing project. :/
Woah, they pushing this set :p now at x.xx.3 :p
@ mmoore500, I saw brecht made a few cycles comments about crashes, hope that it is fix again :)
Happy blending :)
Cheers,
~Tung
thanks for posting this test build by DingTo (and of course thank you DingTo)
I tested it and received the same errors within the viewport rendering. Happily I was now able to run Mike Pan's BMW Benchmark. I got what expected, GTX 680 seems to be a little faster as a GTX 570 but the shading/lightning looks a bit weird for example on the rims for now.
http://www.pasteall.org/pic/show.php?id=31171
thanks cekar
Anyone else having a problem where the knife won't make straight cuts?
http://www.pasteall.org/pic/31118
Once they get all the tweaks set, you'll be cranking out some awesome render speeds.
Check out the specs for the GTX 690 = http://www.geforce.com/whats-new/articles/article-keynote/
3072 Cuda Cores.... Woah!!!
DingTo has been testing the latest 4.2 toolkit release. here is a test build he built with the 3.0 kernel...
http://blender.dingto.org/builds/trunk_win64_46104.7z
hopefully it will serve you well :)
Cheers,
Tung
I've tried DingTo´s build already immedately after he released it but unfortunately I get errors like this:
rendered viewport:
http://www.pasteall.org/pic/show.php?id=30940
render without errors:
http://www.pasteall.org/pic/show.php?id=30941
I hope there will be soon some new builds with this kernel, unfortunately I'm a noob in this section and I have no idea how to "compile" a build??
Yeah thx for your congrats, I fell in the trap with the great amount of CUDA cores^^..... lessons learned
cheers cekar
For now I'm building with Cuda toolkit 4.0, with all kernels except 3.0,
You can try DingTo's build here for 3.0 = http://graphicall.org/888
Hopefully soon I can compile for all kernels
Oh and congrats on getting the GTX 680 :)
Cheers,
~Tung
maybe must I use a specific cuda driver??
I'm a newbie here... :-)
Man, I must be sooo blind, sorry for that :S. Was that text and picture always there? Swear I didn't see it!!! I mean I always thought it is some kind of useless demo-screenshot and just scrolled it down... oh and thank you very much it helped :D
Hola :)
Have you set the cuda option in User Preferences/System/Compute Device?
This where you can choose between None/CUDA/OpenCl. (Look at the pic above)
Set this to Cuda and then you should see your 8800gt as a option. Then go back to the Render tab and select "experimental", this should give you a gpu option.
Granted tho using a 8800, you wont get all the bells n whistles of a newer one, the developers only support kernels 1.3 +
Hope this helps :)
Cheers,
~Tung
Hi Mike :) ,
I tried to replicate it and was unable to, it seams to work fine for me.. wierd, Sorry cant be much help.
@ Kirado
Hi Kirado :) ( Cool nick btw )
I've always had to set the shaders up, and then switch to textued view, to see textures, in general though, the base grey for models has been standard for me, in the materials tab you can hover over the material color and copy (ctrl +c) then below in settings/viewport color you can paste (ctrl +v), and the color will show in the viewport.
Cheers,
~Tung
With these builds.. I find the opengl material preview in the viewport just defaults to grey, and doesn't pick up my textures or the colours of my shaders. In the version I got from blender.org if I give my object a cycles shader that is red, it shows up as red in the opengl viewport with the material preview setting. Is this a bmesh issue or a build issue?
If you go to User Preferences/addons/ under the Supported Level in the left panel enable the testing tab, then it will show as a option in the Mesh menu :)
Cheers,
~Tung
Here is a test scene for game engine if anybody wants to check it out
http://www.pasteall.org/blend/13024
Sorry for the problem, should be ok now..
I had tried to update to cuda 4.2 to be able to build the new 3.0 kernel and I had the same problem, it would freeze my system and I had to reboot, so I reverted back to Cuda 4.0 and you should now be able to use R 45288 +
@ uttampal
Do you have it set in File/User Preferences/System, where you can choose between OpenCL/CUDA and devices?
Once you do then in the render tab you have the option for cpu/gpu
Sorry, I'm not much help when it comes to ATI cards, hopefully others with ATI can help, I know OpenCl is still in development and for now may not render the same as cpu
Cheers,
~Tung
what it means ??
Graphics Card Manufacturer Powered by AMD
Graphics Chipset ATI Mobility Radeon HD 5450 Series
Device ID 68E0
Vendor 1002
Subsystem ID 0434
Subsystem Vendor ID 1028
Graphics Bus Capability PCI Express 2.0
Maximum Bus Setting PCI Express 2.0 x16
BIOS Version 012.020.000.032
BIOS Part Number BR037829.001
BIOS Date 2010/06/21
Memory Size 2746 MB
Memory Type HyperMemory
Core Clock in MHz 675 MHz
Memory Clock in MHz 800 MHz
but in compute device its not showing the graphics card
also having same problem in my desktop
as my ati card 4350 hd
Very strange. I have an nvidia GT540m so that's not the issue. Official build work.
Anyone else have the same problem with this build?
I'm running a Nvidia Evga Gtx 560 + 290.53 drivers.
I've always liked Ati products tho, I remember using the all in wonder pro :p
Cheers,
~Tung
http://www.facebook.com/pages/Amdati-Opencl-Blenderheadsblender-Cyclesharmony/331359736899999
Ah, ok. Thanks. (I sorta knew that, just thought they weren't trunk'ed)
Since they're now integrated with the trunk, all builds have them.
Go to User Preferences > Addons and enable "Testing"
And that's it...
Best regards
For cards that require Cuda kernels under 1.3... under the feature set, try setting it to experimental...
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Experimental_Features
I've seen this before as well untill my 9600 crashed, i was able to get a gtx 560 and I was amazed by how much faster the 560 is compared to the 9600 ( it was faster to render with cpu )
Hope that this helps my friend :)
Cheers,
~Tung
Running driver version 270.61.....
on r43743 Brecht applied another fix for CUDA render passes, needed to align float4 passes. Lets hope this fixes the problem, I will put together a test scene and give a a try too, I will crank out a fresh build when I get off work in the morning.
@ LUCINO275
Thank you my friend,
Glad to hear the builds are working for your ati card :) yet, the phrase goes to Brecht, for his cycles development. Me, I'm a simple build puppet. :)
@ JamesNZ
Thanks you my friend, glad to see that you are enjoying the builds, may they always serve you well :)
Cheers,
~Tung
Also, this build stops rendering on my machine at random places, sometimes at the very beginning of render, sometimes well after several hundred or even thousand passes ant returns the following errors in the console:
CUDA error: Unknown error in cuCtxSynchronize()
CUDA error: Unknown error in cuMemFree(cuda_device_ptr(mem.device_pointer))
The second line is being repeated about ten times. After these errors, GPU and memory clocka are severely set back, like it was messing with a driver in some way.
cheers,
Matt
Glad you were able to fix the hotkey. :)
@ dkd and mmoore500
Very Impressive renders times,
I can't wait to be able to get a decent card (card's? hmmm wishful thinking :p) to test with, I'm stuck in the 9600 stone age :p
Brecht, rock with cycles, hope the speeds keep getting faster :)
Cheers,
~Tung
Same render with one EVGA GTX560Ti that took 2 minutes and 47 seconds is down to 1 minute 32 seconds with two cards in SLI - I can highly recommend these cards!
Thank you Blender + Builders!
In the new version was added hotkey "select loop"
Same that uses the hot key ALT + LEFT MOUSE
Just disable this hotkey and everything is normal:)
Very very thanks for all!
Yours are doing the Blender ! be the best tool 3D !
I'm a desperate problem with new versions of Blender!
Input use preferences in Maya presets. functional ok
But when I put in the edit mode the hotkey ALT + LEFT MOUSE does not work.
Thank you!
It works now with the 1.0 Release! :D (Woot! :D)
Some guy on the comments here: http://graphicall.org/builds/444/ also had the same problem, I'm asking him for a link. As for the .blend file, even the default and just trying to render(BI and Cycles, not in the preview
What system specs are you 2 running? ex. I'm running a Q6600 quad core, + Win7 x64, 8 gig mem, 9600 gso nvidia card(still gonna upgrade one of these years :p) w/ the latest drivers... I ask sergey about it, and He thinks it is intel based errors, but I did find this on blenders site http://wiki.blender.org/index.php/Extensions:2.5/Py/Scripts/Paint/Palettes
It would help to know how it happens, even better a blend file that will create it, you can upload blend files to http://www.pasteall.org
Hopefully it will get resolved :)
Cheer,
~Tung
"Microsoft Visual C++ Runtime Library
Runtime Error!
Program: C:\Users\[user]\...
This application has requested the Runtime to terminate it in an unusual way.
Please contact the applications's support team for more information"
Blender Console:
"...
Cursor monitor exeption in modal:
'NoneType' object has no attribute 'type'
Fatal Python error: GC object already tracked"
Yes I typed that correctly, with the "modal" and "exeption"(should be model and exception?). Got anything for meh tungerz?
Its defaulted to CPU rendering, but if you want to change it, on the first tab of the Render settings, or the tab that says "Render", set "Feature Set" to Expiremental, then you can change it to CPU or OpenGL GPU ;)
I've also had some issues, something with a Microsoft C++ Runtime error, although now I can't find it(or make it happen right now)...althought yours does sound familiar. Could you post whats on the cosole or the whole error? Or is that the whole thing?
PS:Sorry for my bad english
Love the solution for selecting SAD or KLT, and the solve progress UI. Truly amazing.
but, just like the trunk build (64bit), i can't track at all. Whenever I solve I get a massive error (400+) . Which makes it anoying as I want to get stuck into tracking in this build but it won't allow me :(.
Anyway, I made a video illustrating the steps I take to track, and the error i get.
Hope it helps/
Tek
http://www.youtube.com/watch?v=Ma78frwQtYE
yeah, patience is a virtue. I tried running it from a directory with no spaces in between, it seemed to give me a different error this time. It showed "kernel" errors in the console.
Still, thanks for your response. I'll just wait for any further updates about it (or any workarounds if ever other users here come up with any). More power to you. ^^
Follow-up... the bug with the clone-brush in texture paint is fixed as of r42055 thanks to ideasman_42 :)
I've got a build in the oven to serve fresh, should be up soon.
Great catch :)
Cheers,
~Tung
Hiyas, I posted it as a bug in the bug tracker. I will followup when I hear something.
@rhui-
As far as I know opencl is still a wip... you should be able to render with cpu, It wont be until then that ATI cards will render in Cycles... Wish I could help more, but I don't have a ATI card to test.
I hope others may have more input on this for you.
Cheers,
~Tung
As for my situation, blender kept giving me this error:
"Compiling OpenCL kernel ...
OpenCL Build failed:
Invalid Option: Study/Blender/cycles_x64.Win7-41652/cycles_x64.Win7-41652/2.60/scripts/addons/cycles/kernel (expected - at the beginning)"
I'm looking forward to any helpful response. Thx in advance.
i have a problem with the clone-brush in texture paint....
the clone-brush doesnt identify the second set of uv's to do the cloning....
in every build i've downloaded here, the clone-brush doesn't work.....
in the build 2.60a from blender.org it works...
is it a known bug ?
Hmmmm Never thought about it, I'll look into it :)
Cheers,
~Tung
(i copied his contrib and external scripts, to your build and it works nicely..)
have you ever thought about adding in the contrib and external scripts?
good job team !
now just to make it better(more features, more material presets), and more stability..
On Windows 7 x64, and with User Account Control set to max level.
I will work fine on... c:\program files I had mine on E: and works just as well ( Well atleast no crashes... Knocks on wood). but like you I felt the need to go c:\program files for the Logics :) I think it wood run on a old Tandy computer :p Enjoy
I just bought a Win764bits, the thing is that I used to extract my blender files just on "c:\blender" folder and it worked just fine just like that on my WinXp, I'm doing just the same now. So I was wondering if I Should do this inside c:\program files where the 64bit applications install instead?
Tnx
Je rencontre ce probleme
Fatal Python error: Py_Initialize: unable to load the file system codec
LookupError: no codec search functions registered: can't find encoding
D:\BlenderSVN\lib\win64\opencollada\include\COLLADABaseUtils\include\COLLADABUhash_map.h(31) : fatal error C1083: Cannot open include file: 'unordered
_map': No such file or directory
Compiling ==> 'collada.cpp'
scons: *** [D:\BlenderSVN\build\blender25-win64-vc\source\blender\collada\AnimationImporter.obj] Error 2
collada.cpp
D:\BlenderSVN\lib\win64\opencollada\include\COLLADABaseUtils\include\COLLADABUhash_map.h(31) : fatal error C1083: Cannot open include file: 'unordered
_map': No such file or directory
scons: *** [D:\BlenderSVN\build\blender25-win64-vc\source\blender\collada\ArmatureImporter.obj] Error 2
d:\blendersvn\lib\win64\opencollada\include\colladabaseutils\include\COLLADABUhash_map.h(31) : fatal error C1083: Cannot open include file: 'unordered
_map': No such file or directory
scons: *** [D:\BlenderSVN\build\blender25-win64-vc\source\blender\collada\collada.obj] Error 2
scons: building terminated because of errors.
Have to investigate. Thank you Tung
build MSVC express with scons. I followed same setup as here. http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender/Windows
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That much closer to Motion Blur, SSS, and Volumetric rendering... :)