[Solved] Animation and still image rendering differ

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[Solved] Animation and still image rendering differ

Postby davorin » Tue Nov 13, 2018 8:36 am

davorin Tue Nov 13, 2018 8:36 am
Hello

I am trying some fluid dynamics inside blender...

But when I compare the rendering from a specific time with the animation the look is totally different:

Still image from fluid simulation:

fluid_still.jpg


And this is a screen shot from the animation:

fluid_animation.png


Both images are taken at frame 60.


Rendering the animation in Cycles looks correct like the still image.

Constant crashing during rendering is another thing (o;
Last edited by davorin on Tue Nov 13, 2018 12:16 pm, edited 4 times in total.
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Re: Animation and still image rendering differ

Postby davorin » Tue Nov 13, 2018 8:45 am

davorin Tue Nov 13, 2018 8:45 am
Really weird...first two frames are correct, then the water material gets dark and stays that way...

Frame 0:

frame_0.png


Frame 1:

frame_1.png


Frame 2:

frame_2.png
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Re: Animation and still image rendering differ

Postby davorin » Tue Nov 13, 2018 9:29 am

davorin Tue Nov 13, 2018 9:29 am
Interesting to note....

when Cycles and Octane are both set to 200 samples limit, Cycles with CUDA using a GTX1060 6GB on Linux is way faster than Octane with a GTX1080 TI running on macOS.

Octane GTX1080 TI:

Code: Select all
Append frame 90
 Time: 00:31.05 (Saving: 00:00.01)


Cycles GTX1060

Code: Select all
Append frame 90
 Time: 00:08.06 (Saving: 00:00.01)
Debian 10.2 on AMD 1950X, 64GB RAM, 2 * RTX2080Ti
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Re: [BUG] Animation and still image rendering differ

Postby davorin » Tue Nov 13, 2018 11:20 am

davorin Tue Nov 13, 2018 11:20 am
Wrong animation rendering with Octane for Blender:

https://youtu.be/L51M3ASxoAc

Correct rendering of animation with Cycles:

https://youtu.be/Pn_uVDM4H3E


It looks to me like OctaneRender always uses the maximum mesh extent of the fluid
and doesn't take into account newer smaller mesh dimensions.
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Re: [BUG] Animation and still image rendering differ

Postby davorin » Tue Nov 13, 2018 12:15 pm

davorin Tue Nov 13, 2018 12:15 pm
Okay...got it....seems the Flip Fluids demo plugin doesn't auto-detect Octane as the commercial version does...

So you need to set the Mesh to "global" for the fluid...

But black frames in animation rendering still persist...
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Re: [Solved] Animation and still image rendering differ

Postby Rik56 » Fri Nov 16, 2018 2:57 pm

Rik56 Fri Nov 16, 2018 2:57 pm
really strange, I am using flip fluids with octane and have never seen this. Isn't there some rogue keyframe in your node editor?

edit: Some of the frames are rendering black, i've seen this with octane 4 version, which one are you using?
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Re: [Solved] Animation and still image rendering differ

Postby davorin » Fri Nov 16, 2018 3:07 pm

davorin Fri Nov 16, 2018 3:07 pm
Switched back to 3.08....no problems then (o;
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Re: [Solved] Animation and still image rendering differ

Postby linograndiotoy » Tue Nov 27, 2018 12:02 pm

linograndiotoy Tue Nov 27, 2018 12:02 pm
I'll check FLIP Fluids in Octane 4 again.
Never had issues with the render.
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