» Trunk 32bit SSE2
Updated 08:29 February 18th, 2012
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(2042)  9,551

Cuda build. Built with CMake and MSVC2009.

Compiled for all cuda cores using v4 cuda toolkit for speed.

Also included the Ocean modifier now.

 

WITH_BF_OPENEXR = True
WITH_BF_DDS = True
WITH_BF_FFMPEG = True
WITH_BF_OPENAL = True
WITH_BF_QUICKTIME = False
WITH_BF_HDR = True
WITH_BF_OGG = True
WITH_BF_JPEG = True
WITH_BF_OPENJPEG = True
WITH_BF_PNG = True
WITH_BF_TIFF = True
WITH_BF_ZLIB = True
WITH_BF_COLLADA = True
WITH_BF_PLAYER = True
WITH_BF_GAMEENGINE = True
WITH_BF_BULLET = True
WITH_BF_JACK = False # Not for Windows
WITH_BF_SDL = True
WITH_BF_ICONV = True
WITH_BF_COLLADA = True
WITH_BF_RAYOPTIMIZATION = True
WITH_BF_FFTW3 = True
WITH_BUILDINFO = True
BF_DEBUG = False

 

Enjoy

Bogey

 

 

20 Comments so far. Leave yours.
14:37 February 28th, 2012
20 . Bogey (builder)
Ive not had that problem, but a quike google brought this thread up. Perhaps there is a solution in thier.
http://forums.nvidia.com/index.php?showtopic=160277
06:33 February 20th, 2012
Now I use GTS 450 with 2Gb RAM and your build is the best! :) Now I'm wondering is here any way how to avoid that problem with cuda timeout on windows? It stops me from making more realistic renders (more bounces).
17:56 February 2nd, 2012
Thank you again! It works now :)
15:57 February 1st, 2012
17 . Bogey (builder)
Hi Moolah, something changed in the trunk a while back, without me noticing. Ive had another look at it, and the new build, 43830 should work for cuda 1.1 and up, allthough its failing to build 1.0 kernal properly. I can also only test 2.1, so let me know how it goes.
05:15 February 1st, 2012
Hi, Bogey!

5649_r43266 works on CUDA 1.1 (I suppose) but r43810 tells me that only CUDA 1.3 or up is supported, found 1.1
06:24 December 18th, 2011
Hello, Bogey! Please, can you include all CUDA kernels for the next time you'll build? It's very useful and even on my 8600GT gives about x4 speed than double core CPU!
08:04 November 26th, 2011
Thank you Bogey, now it works! :)
15:38 November 24th, 2011
13 . Bogey (builder)
Hi Moolah, I had to wait for the upload to finish before I could read your post, so this build is as the previous one. I will check which are currently switched on and try to include all the kernals in my next build.
07:58 November 24th, 2011
Hi, Bogey! I think that most probably it's like in here: http://www.graphicall.org/177 (please read the comments). Please, can you add all CUDA kernels as there?
11:32 November 22nd, 2011
11 . Bogey (builder)
Hi Moolah, Aurosutru. I havent noticed any problems with cuda on my machine. I have left cmake instrunctions as default for the cuda build. If it worked with 42024, the trunk must have changed. There are some recent commits from Brecht Van Lommel regarding this, but please let me know if you still have problems with this build , and I will check further.
06:40 November 22nd, 2011
"CUDA binary kernel for this graphics card not found"
I'm running on NV GeForce 8600GT. The built 4982 r42024 works well with my card.
17:36 November 20th, 2011
When running this build in XP as a VM in VirtualBox it crashes with the following errors reported in the terminal:


C:\Documents and Settings\user>cd C:\Documents and Settings\user\Desktop\Bogey's Win 32 Cycles 2.60 C:\Documents and Settings\user\Desktop\Bogey's Win 32 Cycles 2.60>Blender BLF_lang_init: locale data path for translations not found, continuing
OpenGL Warning: No pincher, please call crStateSetCurrentFointers() in your SFU
warning! bundled python not found and is expected on this platform. (if you built with CMake: install target may have not been built)
Fatal Python error: Py_Initialize: unable to load the file system codec
LookupError: no codec search functions registered: can't find encoding

C:\Documents and Settings\user\Desktop\Bogey's Win 32 Cycles 2.60>


Does this build optimize the cycles kernel with SSE2? The trunk was recently updated (bug tracker #29259) to handle an error in Linux when optimization less than SSE3 is found in the CPU, but the fix doesn't take advantage of SSE2 optimization when available. Where can this build's SSE2 optimization code be found? Thanks.
05:40 October 28th, 2011
Thanks for the reply! My smallest problem is the "new object" issue, the more annoying one is the cursor problem. Hopefully I'll find a place where I can show that video. :)

(I usually use your technique during modeling, that's a really reliable undo tool. :D )
10:08 October 20th, 2011
7 . Bogey (builder)
Hi Tekergo, glad you like it. Unfortunatley Im not a developer, and have vertualy no codeing skils. After using blender for over a decade now, I have seen several occasions similar to the ones you mention where a new release seems to take a few backwards steps, and you have to adjust to the new work flow.
I agree with you about the default primatives not remembering the previous settings, if only for that session. It would be very usefull.
Have you thaught of suggesting it in the Python Support forum at BA. It sounds like a perfect candidate for an addon.
A quick work round that I use as standard when ever I think I might be just about to destroy a mesh with bad editing is to make a duplicate and move it to a spare layer.
I do this continuesly as I am mdeling so I can quickly go back and try a different method, on another duplicate, if the first method dosent work.
This would work with primatives as well.
Hope this helps.
Bogey.
08:59 October 16th, 2011
It works fine, thanks!

Can you help me a bit? I know, this isn't the best place for it but I don't really know where can i make a complaint. Here You can read my (and many other blender users) problems: http://blenderartists.org/forum/showthread.php?232600-Annoying-blender-2.5-features&highlight=
Is it possible to solve these issues?
I hope you can help me.
Thank you again!
11:28 August 26th, 2011
5 . Bogey (builder)
Thanks Nico, I will try that. Ive got it working with the default scene ok after deleting my startup blend. But I havent been able to get it to save any of my recent work.
This means your new cycles build should work for me as well.
10:49 August 26th, 2011
try to save with "relative path" unchecked
08:19 August 8th, 2011
Thanks, man. I found that problem is on layer with lights. But can't solve it...
By the way, you may take my .blend for testing from blendswap:
http://www.blendswap.com/3D-models/characters/sintel-run-cycle/ and
http://www.blendswap.com/3D-models/durian/sintel-walkcycle/
this scene renders only in 38200. I hope this will change in time.
12:27 August 4th, 2011
2 . Bogey (builder)
Shader, have you tried at Blender Artists for help and advise. From your discription its imposable to tell whats wrong, but you could try appending every thing from that blend to a new blend to see if it then renders. It may be dependent on a script that is now not working due to api changes. Also you could try closing all your other open applications to free the maximum ram for blender to use. The long way is to reintruduce each object in the sceene one at a time until you find which object is cousing the problem. A quick way to do this is to split the scene in two and see which half crashes. Then split that half in two, etc.
If you do discover a bug, dont forget to report it to the tracker at http://www.blender.org/development/report-a-bug/
Hope you get it sorted.
00:34 August 2nd, 2011
Don't know why but my scene with Sintel Lite knockouts Blender (when I hit Render) except build 38200 (trunk with patches).
I've already reinstalled Blender, deleted my prefs and so on... Only 38200 can render my Sintel :(((
This build flying out from memory too...
Feeling talkative?
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