Hi all,
There is one thing i still not got right regarding Octane render settings - There is 2 Methods for rendering to the picture viewer: Send all scene data / Resend only updated objects.
As far as i know when sending all scene data - Information is resets-collected-sends to the renderer each frame. From the other side resending only update - Information resets-collected-sends on frame one, and only updates objects sends to the renderer in the next frames. Right?
So my question is: While working with emissive objects the render looks different in the 2 conditions - Sending all scene data making all the emissive objects looks much more brighter (or with more power) and sending only updates make the render correct - same as the live viewer.
It does not make so much sense for me, i can get the render look "right" (with resending data+faster updates) but it's not lining up with my understanding. if i send all the scene data i should see every condition "right" and only resending option should "make problems" (depends on my object tag, etc..).
Am i missing something?
You'r help will be thankful.
Render methods & Emission
Moderators: ChrisHekman, aoktar
4x 980ti EVGA | 5930k | Asus X99 E WS 3.1 | corsair 64GB RAM |SSD 500GB system + SSD 2TB working files + 6TB HDD storage WD |
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https://yambo.me
Phanteks Enthoo Primo | 1600W EVGA T2 BLACK | It's the fastest 4x980ti build: http://goo.gl/hYp8e0

https://yambo.me
It's related with handling of exported structure.
1- In "send all data", plugin collects all meshes to a single mesh as: obj1+obj2+obj3+....+objN --->> A big single mesh.
1- In "resend only udated":
A- Exports the objects with Octane tag as obj1->mesh1, obj2->mesh2, obj3->obj3 and adds some transform,object layer nodes to these meshes. They are movable meshes.
B- And collects rest of objects as method1. to a single mesh. They are called as static meshes.
So what's critical for emissions?
Emission amount is divided by surface are on per mesh. If you send it as a part of static meshes, illumination will be different than LV's status. Because auto mode or having a Object tag creates a indivual mesh for this object. Calculates emission from surface area. This causes different illumination.
That's the reason of making default option the "Resend only updated objects".
Also check FAQ. There is a explanation for this issue.
I hope this is enough!
1- In "send all data", plugin collects all meshes to a single mesh as: obj1+obj2+obj3+....+objN --->> A big single mesh.
1- In "resend only udated":
A- Exports the objects with Octane tag as obj1->mesh1, obj2->mesh2, obj3->obj3 and adds some transform,object layer nodes to these meshes. They are movable meshes.
B- And collects rest of objects as method1. to a single mesh. They are called as static meshes.
So what's critical for emissions?
Emission amount is divided by surface are on per mesh. If you send it as a part of static meshes, illumination will be different than LV's status. Because auto mode or having a Object tag creates a indivual mesh for this object. Calculates emission from surface area. This causes different illumination.
That's the reason of making default option the "Resend only updated objects".
Also check FAQ. There is a explanation for this issue.
I hope this is enough!
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Thank you! This is more then enough.
4x 980ti EVGA | 5930k | Asus X99 E WS 3.1 | corsair 64GB RAM |SSD 500GB system + SSD 2TB working files + 6TB HDD storage WD |
Phanteks Enthoo Primo | 1600W EVGA T2 BLACK | It's the fastest 4x980ti build: http://goo.gl/hYp8e0
https://yambo.me
Phanteks Enthoo Primo | 1600W EVGA T2 BLACK | It's the fastest 4x980ti build: http://goo.gl/hYp8e0

https://yambo.me