Moderator: face_off
I assume you are exporting to an SSD? 2020.1.5.163 actually contains some speed improvements when moving between animations frames, however you are already on this release. I think that just having a "Do not update when exporting an animation" checkbox would not help, as the Octane API exporter functions dump every vertex/polygon from every frame into the ABC file. I have not tested this, but I think even exporting static meshes into an ORBX and loading the ORBX as a Proxy would still result in this happening.It's a very basic animation, but very heavy meshes. Would it be possible to have a checkbox on the mesh to set the mesh to a rigid or deforming object? So that the plugin doesn't need to export every single point every single frame and could just write the transforms?
I think it's a hardware issue It's just how long it takes to write all the vertices to an SSD. In theory, the plugin could somehow automate the manual process I described above, however I think the time it would take to implement this would be hard to justify given the other Octane features that are missing from the plugin that users have asked to be added.Hesekiel2517 wrote:Thank you for being so patient with me So do i understand this correctly: This is an octane api limitation. If someone can improve this, it's the octane devs?
By default, the Octane API exporter doesn't export the transforms - just the absolute vertex positions for each frame of each mesh. I would need to modify the plugin to effectively automate the manual process I described above (ie. separate the static and moving objects, write the static objects to a single Mesh object, write the moving object vertices to an ABC file, then merge them with a Geometry Group and save the ORBX). This is possible, but a sizeable coding exercise. I have to balance what is ultimately a performance increase request against implementing new Octane features, and it's hard to justify.Hesekiel2517 wrote:Yes, i understand this and i know for deforming objects it's necessary to know every position of every vertex in every frame. And dividing these from the static objects works fine. But often there are no deforming objects, but only rigid objects with transforms. For these it would be sufficient to write out the transforms and a static object, but the plugin also writes out every vertex, every frame.
In Octane Standalone you can import an object and add a placement node. Do you think there is no way to export keyframes for the placement node? It seems to be possible for the camera for example (Item plus transform = fast export).
I'm under the impression that you don't consider this important, but i think there is no point in using the Octane Render Cloud if exporting to orbx is slower than rendering itself.
The export of the scene from Modo to ORBX is handled by the Octane API, so it's not something I can help you with - sorry.1. Export as FBX and imported in Standalone:
Exporttime 2 Seconds - Filesize 20Mb
2 Export as Alembic and imported in Standalone:
Exporttime 3 Seconds - Filesize 40Mb
3. Export via "octane.saveAnimation":
Exporttime 1 Minute and 50 Seconds - Filesize 80Mb
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