OctaneRender 2020.2 LightWave Production build 2020.2.5.1

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Re: OctaneRender 2020.2 LightWave Production build 2020.2.5.1

Postby Carlos3D » Sun Oct 24, 2021 9:00 am

Carlos3D Sun Oct 24, 2021 9:00 am
NemesisCGI wrote:
Carlos3D wrote:Hi Juanjo.

I'm working on a small animation and I'm getting some bugs when rendering sequences.

I send the link to a small rendered scene so Juanjo can see what's going on.


In this scene I had problems in frames 34, 42, 65, 80, 92, 94, 128, 145.

This happens whenever I render.

I've done many more animations and this has never happened before.

Thanks.

Carlos Caldeira.

Link for download: https://www.mediafire.com/file/7rxqgq63 ... G.zip/file


First off check your model for any polygons with more than 4 sides. NGons should really be avoided in character rigs, as when the plug-in triples them it could possibly change the ploy count thus the model gets dropped out.

Shaun.


R: Tx Shaus.

Actually my models have some Ngons mainly the face part, but I don't intend to change that anymore I have a lot of morphs that I don't intend to lose!
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Re: OctaneRender 2020.2 LightWave Production build 2020.2.5.1

Postby Carlos3D » Sun Oct 24, 2021 9:07 am

Carlos3D Sun Oct 24, 2021 9:07 am
promity wrote:Try rendering without motion blur. Does this animation use bones or is the animation baked onto objects? What type of subdivision was used here - native or from Octane?


R: I had already thought about this possibility, I did a test without motion blur and I always have the same bug.

I'm using bones without baked and without mdd.

I'm using 6subdivision on the render output.

Are possible possibilities?

Tx Promity
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Re: OctaneRender 2020.2 LightWave Production build 2020.2.5.1

Postby Carlos3D » Sun Oct 24, 2021 9:15 am

Carlos3D Sun Oct 24, 2021 9:15 am
juanjgon wrote:This can also be a problem with the multi-thread scene extraction or with the scene updating. You could try to render your scene after disabling the muliti-thread scene extraction in the plugin options panel and/or render the scene in full scene reload mode.

Thanks,
-Juanjo


R: Right now I'm rendering a scene following your directions and I'll see what happens.

Thank you Juanjo.

Rgds.

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Re: OctaneRender 2020.2 LightWave Production build 2020.2.5.1

Postby Carlos3D » Sun Oct 24, 2021 9:17 am

Carlos3D Sun Oct 24, 2021 9:17 am
pixelsmack wrote:Is this A F9/F10 Render or LWSN. Just curious.


R: F9/F10 render.

Tx Carlos.
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Re: OctaneRender 2020.2 LightWave Production build 2020.2.5.1

Postby artzgodka » Sun Oct 24, 2021 10:27 am

artzgodka Sun Oct 24, 2021 10:27 am
Carlos3D wrote:Hi Juanjo.

I'm working on a small animation and I'm getting some bugs when rendering sequences.

I send the link to a small rendered scene so Juanjo can see what's going on.


In this scene I had problems in frames 34, 42, 65, 80, 92, 94, 128, 145.

This happens whenever I render.

I've done many more animations and this has never happened before.

Thanks.

Carlos Caldeira.

Link for download: https://www.mediafire.com/file/7rxqgq63 ... G.zip/file


Sometimes I have this problem with static scene ... try turn off Multi-extraction option
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Re: OctaneRender 2020.2 LightWave Production build 2020.2.5.1

Postby Carlos3D » Sun Oct 24, 2021 3:56 pm

Carlos3D Sun Oct 24, 2021 3:56 pm
I just rendered a scene with 180 frames following Juanjo's recommendations to turn off multi-threading and I haven't had the same problems.

I will continue to render other scenes and hope this doesn't happen again.

As for the possibility of removing the NGons that is out of the question, because that would give me a lot of work, because one of my characters has a lot of facial expression morphs and that I don't intend to spoil for anything.

Thanks all guys.

Carlos
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Re: OctaneRender 2020.2 LightWave Production build 2020.2.5.1

Postby NemesisCGI » Tue Oct 26, 2021 2:43 pm

NemesisCGI Tue Oct 26, 2021 2:43 pm
Carlos3D wrote:I just rendered a scene with 180 frames following Juanjo's recommendations to turn off multi-threading and I haven't had the same problems.

I will continue to render other scenes and hope this doesn't happen again.

As for the possibility of removing the NGons that is out of the question, because that would give me a lot of work, because one of my characters has a lot of facial expression morphs and that I don't intend to spoil for anything.

Thanks all guys.

Carlos


A simple triple should affect those as they are stored in the point data.
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