face_off wrote:From my testing, loading a Mesh item with "Load Cage" enabled is hugely slower that without it enabled. For example, a Mesh that takes 2 secs to load normally seems to take about 1 minute with "Load Cage" enabled, so if you can get your scene rendering with "Load Cage", that should help your performance issues. I couldn't reproduce any animating issues with Load Cage off. Are you able to send me a scene containing just a mesh object with "jumps" to the wrong place during the animation please>The "Load cage" is necessary because of some animated objects with shifted pivot points or sometimes even for simply animated objects - otherwise they're jumping to wrong place during animation's rendering.Which version of the plugin are you using please?B.t.w. I tried to reduce AO samples to 256 to receive a nearly similar to beauty pass rendering time, but there I've got a strange issue with rendered frames saving - seems like Octane trying to save frame files too late - when the next frame's render is already started and we're getting very noisy picture of these just started to render frames instead completed ones.
Paul
Hello Paul,
thanks for your answer.
As far as I told, unticked "load cage" making some of animated objects jump away from the required positions, but frame changing time becomes a way faster - you're right! Please, take a look at the pics embedded - one of the renders have the "load cage" enabled, one disabled. These objects are on the wrong place: VT4_Turret_Left (VT4)VT4_Turret_Left (VT4) (2), ColletChuck (VT4), OppositeChuck (VT4) - they're all have a shifted pivot point. I know it's possible to use an old way with locator parenting, but this approach will work too, I think. My version is 2019.1.4.154 Enterprise