here's a screen shot ( hopefully ! )
You can see I stopped at frame 153 which took 1:36 s , I stopped the render and re-started and lo it now takes that frame 19 s !
Search found 4 matches
- Sun Jan 13, 2019 5:00 pm
- Forum: Maxon Cinema 4D
- Topic: XParticle motion blur/ increasing render times
- Replies: 22
- Views: 13145
- Sun Jan 13, 2019 4:54 pm
- Forum: Maxon Cinema 4D
- Topic: XParticle motion blur/ increasing render times
- Replies: 22
- Views: 13145
Re: XParticle motion blur/ increasing render times
Hi Aoktar
I'm using C4D R18 and Octane V4 and the latest build of XP.
Everything is cached, am using "all moveable" . I did find another post about this and the explanation seemed to be that Octane kept all particle data in memory for the purpose of motion blur. So it kept going up. But if you ...
I'm using C4D R18 and Octane V4 and the latest build of XP.
Everything is cached, am using "all moveable" . I did find another post about this and the explanation seemed to be that Octane kept all particle data in memory for the purpose of motion blur. So it kept going up. But if you ...
- Sun Jan 13, 2019 4:47 pm
- Forum: Maxon Cinema 4D
- Topic: c4d to octane with .abc (alembic)
- Replies: 2
- Views: 1781
Re: c4d to octane with .abc (alembic)
I thought Alembic format didn't include any materials / textures....
- Sat Jan 12, 2019 9:58 am
- Forum: Maxon Cinema 4D
- Topic: XParticle motion blur/ increasing render times
- Replies: 22
- Views: 13145
XParticle motion blur/ increasing render times
Ok, I know this has been mentioned in the past, but this makes no sense.
I'm doing some particle work with XParticles, when I submit to render each successive frame time increases. I understand Octane IDs every particle, dead or alive, but this isn't down to increased particle numbers in the scene ...
I'm doing some particle work with XParticles, when I submit to render each successive frame time increases. I understand Octane IDs every particle, dead or alive, but this isn't down to increased particle numbers in the scene ...