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Re: Octane for Softimage 1.02 RC12 [Current]

PostPosted: Mon Dec 22, 2014 8:44 am
by Gescort
Thanks for you hard work!

And question: When I render the big scene, RAM (not GPU) consumed for export. If RAM is low, the project is stupid. After close of the project RAM is cleared.
Arnold render has "Destroy Scene" command for clear RAM. Is it possible to make similar?

Re: Octane for Softimage 1.02 RC12 [Current]

PostPosted: Mon Dec 22, 2014 1:40 pm
by face
Gescort wrote:Thanks for you hard work!

And question: When I render the big scene, RAM (not GPU) consumed for export. If RAM is low, the project is stupid. After close of the project RAM is cleared.
Arnold render has "Destroy Scene" command for clear RAM. Is it possible to make similar?

It is possible that i can clear the plugin used memory.
So much i know there is nothing special which consumes a lot of ram.
I save only some variable trees and checksums. So a 3 million triangle poly mesh needs only 4 checksums für vertices, normals, uvws and faces.
There is also no buffer in which the whole mesh is stored.

But i can take a look at it, maybe there is something other which cost ram...

face

Re: Octane for Softimage 1.02 RC12 [Current]

PostPosted: Wed Dec 24, 2014 12:26 am
by abeoctane
Hi face thanks for your hard work, wish you and your family a merry christmas too.

Re: Octane for Softimage 1.02 RC12 [Current]

PostPosted: Mon Dec 29, 2014 9:01 pm
by wireframex
Hi Face

I'm glad to hear some news about you and hope your personal problems will be easy to solve

wish you happy new year !!

Phil

Re: Octane for Softimage 1.02 RC12 [Current]

PostPosted: Thu Jan 15, 2015 7:48 pm
by wireframex
Hey Face,

Any news about Octane for SI ?

Regards

Phil

Re: Octane for Softimage 1.02 RC12 [Current]

PostPosted: Sun Jan 18, 2015 8:20 am
by face
wireframex wrote:Hey Face,

Any news about Octane for SI ?

Regards

Phil

No not realy but will continue the work in the next days...

face

Re: Octane for Softimage 1.02 RC12 [Current]

PostPosted: Sat Jan 24, 2015 9:44 pm
by wireframex
Hey Face

Just want to know if you are planning to work with last Octane sdk 2.20.0 ?

Bests regards

Phil

Re: Octane for Softimage 1.02 RC12 [Current]

PostPosted: Tue Jan 27, 2015 8:13 pm
by face
The plugin can be compiled with the 2.x SDK without problems.
But because there is no difference between the both versions, the plugin will have the same capabilities, it makes no sense to let you buy for a 2.x version i think.

But i will test and implement some things which are different.
When this things are working, i will release a 2.x version.

face

Re: Octane for Softimage 1.02 RC12 [Current]

PostPosted: Fri Jan 30, 2015 1:02 am
by abeoctane
Hi face, I think If the plugin is compiled with the 2.x sdk, and that give it the speed improvements and the capability to render hair and displacements it will well worth the upgrade. :D

Re: Octane for Softimage 1.02 RC12 [Current]

PostPosted: Mon Feb 09, 2015 10:33 am
by face
Ok, have updated the instance a little bit.

Now it should be possible to render any type of instance trees. This means, an instance can have a mesh child, which can have a null child which have an instance child of another model. The tree can also be so deep and nested as you want.

Have also updated the log messages. Now it shows only the instance which is exported, not, as example, 1000 times a cube.

Also the export to an octane scatter is changed.
Previous, i create a scatter, add one matrix, read in the scatter, add the next matrix...
Now, i create the scatter and write in all the transformation matrixes at once.

When the loggin is on, all optimizations will increase the speed dramatically by factor 100 or more.
With logging off, i think you will get a boost of factor 5.
All this depends of the complexity of your model and the number of instances.

The next step i plan is to decouple the instances from the mesh, so that i have a seperate group.
The same i will make for the mesh, so it is stand alone.
In the end i will have a main object group, which should handle the communication between the subgroups (meshes, instances).
So it´s easier to implement point clouds as a seperate subgroup.
Maybe also a light subgroup which converts any light to a mesh and writes out an IES profil. So you can use spot, point and area lights with fall offs and other things.

face