Loading Global Mesh - Hangs during render

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Loading Global Mesh - Hangs during render

Postby kraken » Mon Jun 13, 2016 5:37 pm

kraken Mon Jun 13, 2016 5:37 pm
Hi,

I'm running an animation and noticed that about every dozen or so frames Octane hangs for about 5 - 10 minutes with the message at the top:

Loading global mesh to render-server | Transferring...

Then it starts again for another handful of frames. I'm rendering a 1000 frames so this is going to add hours to my render time.

Is there some setting I can change to avoid this?

Thanks
Jame
Win 7 64bit Ultimate SP1
Blender 2.78
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NVidia Driver 373.06
Octane Server 3.03.4 v.11.2
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Re: Loading Global Mesh - Hangs during render

Postby kraken » Tue Jun 14, 2016 9:27 pm

kraken Tue Jun 14, 2016 9:27 pm
It seems to do it on smaller samples (like 25%) while generating thumbnails. I've seen it happen on full scale renders too, but not as often, probably a memory leak.
Win 7 64bit Ultimate SP1
Blender 2.78
4x GTX980 Ti
NVidia Driver 373.06
Octane Server 3.03.4 v.11.2
Octane SA 3.03.4
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Re: Loading Global Mesh - Hangs during render

Postby grimm » Tue Jun 14, 2016 11:32 pm

grimm Tue Jun 14, 2016 11:32 pm
Sounds like you might need to change the object type for your moving objects. If it's set to global then it shouldn't move, if it moves, then it should be set to movable proxy. For objects that are instanced, you need to set it to scatter. What this does is it allows the plugin to prioritize the objects when it hands them off to Octane Server. This might really speed things up for you. When all the objects are set to global, and something moves or changes, then the plugin has to resend the entire scene to the server.
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Re: Loading Global Mesh - Hangs during render

Postby kraken » Wed Jun 15, 2016 9:19 pm

kraken Wed Jun 15, 2016 9:19 pm
Thanks for the suggestion and information. However, it failed to render at all, worse than before.
"As-is" produces the same performance as "Global".
"Scatter" creates a hang-up partially through the render.

BTW, I'm also using motion blur "subframe" (motion samples 5).
So when I render at 1500 samples (300 per motion sample), it hangs about half way through.

Cheers,
James
Win 7 64bit Ultimate SP1
Blender 2.78
4x GTX980 Ti
NVidia Driver 373.06
Octane Server 3.03.4 v.11.2
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Re: Loading Global Mesh - Hangs during render

Postby grimm » Thu Jun 16, 2016 5:46 pm

grimm Thu Jun 16, 2016 5:46 pm
Sorry about that, I didn't explain well enough. You don't want to change that setting, it should almost always be set to "As Is". The settings you need to change are in the object data panel for each object in your scene. For objects that don't move, use the global setting, for objects that move use the movable proxy, for instanced objects use scatter. Motion blur shouldn't have any effect on how the objects are loaded.
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Re: Loading Global Mesh - Hangs during render

Postby kraken » Fri Jun 24, 2016 1:28 pm

kraken Fri Jun 24, 2016 1:28 pm
Is it possible to link those setting to 200 different objects or do I have to manually select each object and assign the behavior. I know you can do it for materials and other type of data, but what is this called, how to you link it?
So if I have 100 static objects, 30 moving objects, 15 particle emitters, 20 instances, and 6 different cameras. How would I quickly assign those values and is the performance worth the effort?
Win 7 64bit Ultimate SP1
Blender 2.78
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NVidia Driver 373.06
Octane Server 3.03.4 v.11.2
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64 GB Ram
1TB SSD
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Re: Loading Global Mesh - Hangs during render

Postby grimm » Fri Jun 24, 2016 5:52 pm

grimm Fri Jun 24, 2016 5:52 pm
You don't need to do anything with the 100 static objects, the default is global so they should be fine. The big ones are the particle emitters, if they are not set to scatter it will massively slow down the transfer. Are the emitters dupli objects, Octane doesn't understand non-object instances. Once the Blender plugin is updated to V3 then you can use particle emitters with a sphere primitive.

Do the camera's move? If not then they can be left alone as well. I'm not sure how to link in data types as I usually just set the object data as I'm creating the object. At the very least you should change the setting for the particle systems. When set to global the plugin treats each particle as a separate object and not as an instance. This will definetely affect your transfer rate as the plugin will send each particle object individually instead of just sending a simple scatter data stream. Not to mention how this will affect your vram usage as each particle becomes a whole object and not just an instance. It is most definetely worth it to do, even for the number of objects you have. :)
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