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Update and polycount dependency

PostPosted: Tue Jul 20, 2021 9:52 am
by blobbybarack
Correct me if i'm wrong.

After mesh processing you are suppose to be able to move any objects in "real time" using object tranform in a octane preview at least if you don't have any kind of contrains in your scene.
It looks to be the case only with low/middle polycount.

As an test scene, just create a 3000*3000 sphere (9Million poly), no need to assign a shader.

I can t move the sphere using object transform without huge waiting time before update.
Same deal with timeline scrolling without any kind of animation in project.

Plenty vram available.

Any thoughts about this ? Its not suppose to act this way right ? Something i don t understand here ?

Re: Update and polycount dependency

PostPosted: Tue Jul 20, 2021 10:41 am
by juanjgon
I think that this is an extreme case of how the AI scene cache works. Once the scene has been extracted and the rendering starts, Octane builds a cache of all the scene objects to let them be updated in real-time as fast as possible. The drawback is that building this cache takes some time for a sphere with so many and so small polygons. If you wait let's say 30 seconds before trying to move the sphere, the live update should work fine. Standalone has the same behavior.

Thanks,
-Juanjo

Re: Update and polycount dependency

PostPosted: Tue Jul 20, 2021 3:05 pm
by blobbybarack
Just tested this scenario with standalone after posting the first post.
Same issue with transform aka placement node but timeline scrolling works painless here.
Once the scene has been extracted and the rendering starts, Octane builds a cache of all the scene objects to let them be updated in real-time as fast as possible

Could it be possible to send message to H console or something else once this cache is ready ? where is recorded this cache you talking about ? Ram ? Vram ?
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Re: Update and polycount dependency

PostPosted: Wed Jul 21, 2021 6:22 pm
by juanjgon
In the Standalone you can see a message about it, as you can see in the attached image, but I think that this information is not available for the plugins. I'm not sure where the AI scene cache is stored, to be honest.

Thanks,
-Juanjo