XParticle motion blur/ increasing render times

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Re: XParticle motion blur/ increasing render times

Postby bepeg4d » Mon Jul 06, 2020 9:06 am

bepeg4d Mon Jul 06, 2020 9:06 am
Please make sure to have updated c4doctane to v2020.1.3-R2.
You need to select your purchased version from the Select Software pop up:
Image

Motion Blur seems to work correctly with latest XP update here:
0E3A204A-DC93-4CDC-9366-8F8985F5385E.jpeg


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Re: XParticle motion blur/ increasing render times

Postby dasmodular » Tue Sep 28, 2021 11:07 am

dasmodular Tue Sep 28, 2021 11:07 am
Hello,
the problem still persists!

Please have a look into the attached scene file, the Octane log file and the screenshots.
In the scene file there is an emitter with a kill modifier, so that after frame 8 the particle count is constant at 29000.
Caching the particles does not make a difference.
Geometrie Control is set to All Objects Movable.

Please have a look into this issue!

Best regards,
Denis

C4D R25.010
Octane 2020.2.5-R3
X-Particles Build 1036
Windows 10 64-bit
Asus Geforce RTX 2080 Ti
Attachments
X-Particles Motionblur C4D.zip
(146.56 KiB) Downloaded 70 times
Octane X-Particles Motionblur - Rendertimes cumulative.jpg
Octane X-Particles Motionblur - Constant Particle Count.jpg
octane 2020.2.5 210928 122513.log
(28.62 KiB) Downloaded 70 times
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Re: XParticle motion blur/ increasing render times

Postby bepeg4d » Mon Oct 04, 2021 5:06 pm

bepeg4d Mon Oct 04, 2021 5:06 pm
Hi,
please try to set the XP Cache to Basic, rebuild it, and report back, thanks:
6E7910E1-94C4-47B2-B876-00B9FC71E610.jpeg


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Re: XParticle motion blur/ increasing render times

Postby dasmodular » Tue Oct 05, 2021 1:55 pm

dasmodular Tue Oct 05, 2021 1:55 pm
Hi Beppe,

setting the xpCache to basic does not make a difference:
motionCnt and mblurTM is still increasing at the same particle count per frame.

Best regards,
Denis
Attachments
log.txt
(26.75 KiB) Downloaded 69 times
Octane X-Particles Motionblur - Basic xpCache.jpg
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Re: XParticle motion blur/ increasing render times

Postby young.r85 » Wed Oct 06, 2021 5:25 pm

young.r85 Wed Oct 06, 2021 5:25 pm
Hi all,

We're having this same issue. Using Motion Blur and XParticles makes every frame increase in render time. Our work around is manually rendering 10 frames at a time. Not ideal.

Octane 2020.2.5 with C4D 24

Anyone have a better work around?

Cheers!
Ronny
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Re: XParticle motion blur/ increasing render times

Postby aoktar » Wed Oct 06, 2021 9:27 pm

aoktar Wed Oct 06, 2021 9:27 pm
Using a Kill object will not cause having less IDs are stored to define motion data in current algorithms. Increase on stored IDs that are causing bigger and bigger preparation times for motion data. Only way is to use more CPU threads in cameratag/motion_blur. See my picture for parameters and results. But increase over time undeniable with current versions.
Anyway I'm checking to improve it for this case.
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a2.jpg
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Re: XParticle motion blur/ increasing render times

Postby KeeWe » Thu Oct 07, 2021 7:56 am

KeeWe Thu Oct 07, 2021 7:56 am
Ahmet, just a quick question: is a value of 0 for used CPU Threads not utilizing ALL available cores? I always thought 0 means "go with all you have" and typing in a number is only to limit how many threads are used.
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Re: XParticle motion blur/ increasing render times

Postby aoktar » Thu Oct 07, 2021 8:32 am

aoktar Thu Oct 07, 2021 8:32 am
KeeWe wrote:Ahmet, just a quick question: is a value of 0 for used CPU Threads not utilizing ALL available cores? I always thought 0 means "go with all you have" and typing in a number is only to limit how many threads are used.

Checking that but I might be wrong because related part seems disabled for the builds. I'll give info for updates
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Re: XParticle motion blur/ increasing render times

Postby aoktar » Fri Oct 08, 2021 11:44 pm

aoktar Fri Oct 08, 2021 11:44 pm
Here's my results with a test build, I'm using 16cores cpu
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Re: XParticle motion blur/ increasing render times

Postby KeeWe » Mon Oct 11, 2021 7:53 am

KeeWe Mon Oct 11, 2021 7:53 am
Would there be any downside of setting the core count to the max available, even if not working with XPparticles?
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