Search found 14 matches

by Janman
Fri Jul 21, 2017 11:17 pm
Forum: User requests
Topic: Read Ahead CPU preparation
Replies: 6
Views: 3815

Re: Read Ahead CPU preparation

aoktar wrote:Sorry it's not possible with current design of plugin+renderer. You can try to run/render multi C4D copies and divide your frames.
OK,
thanks aoktar,
maybe one day ... ;-)
by Janman
Wed Jul 19, 2017 8:45 pm
Forum: User requests
Topic: Read Ahead CPU preparation
Replies: 6
Views: 3815

Re: Read Ahead CPU preparation

In that case you can leverage free GPU cycles by running 2 rendering processes simultaneously, so the GPU calculations should "fill in" the idle time.
B.

Can you explain how you would do that using C4D, C4D-plugin and Octane ?
My experiments halted when running out of memory on my GPU's.

thanks ...
by Janman
Wed Jul 19, 2017 8:39 pm
Forum: User requests
Topic: Read Ahead CPU preparation
Replies: 6
Views: 3815

Re: Read Ahead CPU preparation

You're right about the "simple scenes", but there are more conditions where this would apply.
When rendering scenes with a lot, or heavy mesh-updates,
when cloning (mograph) a lot of animated meshes
and last but not least, when previewing your animations (+- 150 samples)

In my case,
a lot of my 3D ...
by Janman
Mon Jun 19, 2017 10:19 am
Forum: User requests
Topic: Read Ahead CPU preparation
Replies: 6
Views: 3815

Read Ahead CPU preparation

In animation it would be good to limit the time GPU's are waiting on the CPU to render.

Before rendering on the GPU there's always some preparation time on the CPU. (depending on how much animated objects there are)
If the CPU could read ahead and cache X number of frames to feed the GPU's ...
by Janman
Thu Mar 24, 2016 4:46 pm
Forum: Maxon Cinema 4D
Topic: 2 installations of slave deamon possible?
Replies: 5
Views: 1922

Re: 2 installations of slave deamon possible?

You can use command line for that.
I've got 2 shortcuts on my desktop;

For all GPU's;
"C:\Program Files\OTOY\OctaneRender_2_23_2_win64\octane_slave.exe" --net-master-port 21000 --net-master-address 192.168.0.107

For one GPU;
"C:\Program Files\OTOY\OctaneRender_2_23_2_win64\octane_slave.exe" --net ...
by Janman
Sat Dec 13, 2014 2:39 pm
Forum: Maxon Cinema 4D
Topic: Network rendering and the live viewer
Replies: 2
Views: 1179

Re: Network rendering and the live viewer

The Picture Viewer and Live Viewer have separate checkboxes to enable network rendering;
Picture Viewer --> Render Settings/Octane Renderer
Live Viewer --> Octane Dialog/Options/Network Rendering

Have you enabled both ?

cya,
Jan
by Janman
Sat Dec 13, 2014 2:33 pm
Forum: Maxon Cinema 4D
Topic: Teamrender over inet
Replies: 2
Views: 1410

Re: Teamrender over inet

If you use a VPN, it 's possible;

http://moritzweller.wordpress.com/2014/ ... r-via-vpn/


cya,
Jan
by Janman
Tue Nov 04, 2014 10:48 pm
Forum: Maxon Cinema 4D
Topic: Visibility tag 0% still calculates meshes
Replies: 7
Views: 3775

Re: Visibility tag 0% still calculates meshes

The trick I use is to automate the stoplights,
that way the timeline doesn't get cluttered with keyframes.

Put an Xpresso on the object that is fading,
so it hides the object (red stoplights) when visibility hits zero.

Image
by Janman
Sat Oct 11, 2014 10:38 pm
Forum: Releases
Topic: Version 2.12.2 - final (updated on 18.11.14)
Replies: 330
Views: 174750

Re: Version 2.11.1 - RC1

Think i found a small bug;
In LiveViewer when right-clicking the "show in picture viewer" command does'nt work.
The Picture viewer shows a checkerboard-image.
But you'll notice that the Beauty- and Info-passes show up in the layer tab.
This is tested on 2 machines.

http://www.visueel.net/forum ...
by Janman
Sun Oct 05, 2014 8:59 am
Forum: Maxon Cinema 4D
Topic: mix materials lose link to sub-materials
Replies: 4
Views: 1902

Re: mix materials lose link to sub-materials

The "Octane Dialog" has it's own "Remove Unused Materials",
that one works perfectly.
The copy'ing between documents is a hassle but
I think it's just because C4D doesn't use Mixel Materials.

Before i copy an object to another project, i add a null to that object,
and apply all textures to the null ...

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