Animation just stops switching frames

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Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

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Re: Animation just stops switching frames

Postby LFedit » Tue Oct 18, 2016 2:33 pm

LFedit Tue Oct 18, 2016 2:33 pm
Hey Paul just wondering if you got a chance to look at the scene file. Sorry for rushing, but would be great to have it ready for the weekend.

Also, is it possible to render a seq of specific frames? I am going to do more research on it now.
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Re: Animation just stops switching frames

Postby face_off » Tue Oct 18, 2016 8:33 pm

face_off Tue Oct 18, 2016 8:33 pm
Yes, I have the scene file, but also a lot of work to do for the 3.04 release. I will hopefully get to your scene in the next day or two.

Paul
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Re: Animation just stops switching frames

Postby LFedit » Wed Oct 19, 2016 2:24 pm

LFedit Wed Oct 19, 2016 2:24 pm
Completely understandable. I know how you feel about a lot of work. That is why I am asking so many questions so much. Got a project to do about 80 backgrounds for a half hour long video. With a short deadline. Cruising along though. Thanks for your help.
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Re: Animation just stops switching frames

Postby face_off » Thu Oct 20, 2016 5:17 am

face_off Thu Oct 20, 2016 5:17 am
I had a look at the scene you sent me, and I run out of RAM during the Voxellization process when trying to open the Octane Viewport. So my guess is that when the plugin is reloading the next frame it's running low on RAM and disk swapping. How much RAM do you have? What is the Windows Task Manager reporting as the amount of free RAM during the animation process?

Paul
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Re: Animation just stops switching frames

Postby LFedit » Thu Oct 20, 2016 3:12 pm

LFedit Thu Oct 20, 2016 3:12 pm
I have 6gb of GPU ram and 64 of System Ram. I had to turn on out of core textures.

But still. It loads perfectly fine for me when I just open the viewport and render a frame. I can then switch frames and reload and it works perfectly fine. The only time its doing this is when I run 2 frames in a row as an animation.
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Re: Animation just stops switching frames

Postby face_off » Thu Oct 20, 2016 9:32 pm

face_off Thu Oct 20, 2016 9:32 pm
But still. It loads perfectly fine for me when I just open the viewport and render a frame. I can then switch frames and reload and it works perfectly fine. The only time its doing this is when I run 2 frames in a row as an animation.
May I suggest watching the Windows Task Manager during the frame swap process to see where RAM is at - it might provide a clue.

Paul
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Re: Animation just stops switching frames

Postby LFedit » Thu Oct 27, 2016 1:49 pm

LFedit Thu Oct 27, 2016 1:49 pm
Hey Paul. Here is a screenshot while it is switching frames. Shows that I am not even using all of my RAM.

It seriously though takes about 35 minutes to reload the geo. I am going to try the saveAnimation command. Hopefully it doesn't take forever to import into the standalone? This is killing us right now. We would get like 20 shots done a night but instead maybe get 10...
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Re: Animation just stops switching frames

Postby face_off » Thu Oct 27, 2016 9:45 pm

face_off Thu Oct 27, 2016 9:45 pm
Hey Paul. Here is a screenshot while it is switching frames. Shows that I am not even using all of my RAM.
I can see network use spiking. Do you have Network Rendering enabled?

Paul
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Re: Animation just stops switching frames

Postby LFedit » Mon Oct 31, 2016 7:05 pm

LFedit Mon Oct 31, 2016 7:05 pm
Yeah. I saw that too. And its going to 6 nodes. But still it doesn't make sense to work if I manually click the reload geo button compared to it just switching between frames though right?
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Re: Animation just stops switching frames

Postby face_off » Mon Oct 31, 2016 9:40 pm

face_off Mon Oct 31, 2016 9:40 pm
Yeah. I saw that too. And its going to 6 nodes. But still it doesn't make sense to work if I manually click the reload geo button compared to it just switching between frames though right?
Do you get the long delay switching frames if Network Rendering is OFF?

Paul
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