Mythmaker wrote:My interest is animation so I'm biased to speed over hyper photo-realism.
After some research, it seems to keep things lean, it's best practice to (in order of savings)
- cut down total map numbers
- cut down map size
map size and quantity really only affect memory usage. The size and number of mats does not affect render time significantly.
Mythmaker wrote:- better larger fewer mesh than lots of meshes (and presumably Octane reads mesh = single OBJ file and nothing to do with welded vertices)
Depends. The plugin takes advantage of the instancing capabilities of Carrara and so it can be cheaper to duplicate/replicate meshes than to load a giant single mesh. Also, you should separate 'static' mesh from 'animated' mesh. Static mesh won't need to be reloaded.
Mythmaker wrote:- use Octane shader if and when possible instead of Carrara's
Does not make a lot of difference. Octane shaders are generated from the Carrara shaders and loaded once (unless they are animated).
Mythmaker wrote:- reduce unnecessary multiple shaders per scene object
Again not a big factor to render times. It is the type of shaders you create rather that the quantity that affect render times. For example, using SSS and other caustics would force you to use the path tracing or PMC kernels which will really slow things down.
Mythmaker wrote:
What I'm less clear about is resource management on the Carrara/ DS content front, specifcially frequent use of heavy geometries like Genesis (20K to 80K).
I'm not sure if Carrara reads all Genesis in the scene as an geometry instance so only fetches/ compiles the mesh once. And even if that's true, that efficiency is translated across to OR4C.
The above is probably a no, as I've also noticed, Octane seems to compile character mesh every keyframe, so it probably considers every morph state as a "new" geometry in the scene. Correct?
Then again, OR4C is smart enough to know - if I have 3 Genesis characters sharing the same texture map, there is only 1 texture map. So I remain hopeful.
Genesis and genesis 2 have a base mesh that is fairly light until you increase the mesh detail level. The default rendering level for these models is set to 2 (or 3) which is why they consume a lot of memory and take a while to load into Octane. If you are not doing extreme close-ups then you can reduce the detail level and save yourself some memory and loading times.
Also, Octane does not know anything about bones or IK, it only knows mesh. If the mesh of an object changes in any way then it needs to be reloaded. So moving a finger or an eye on Genesis will require the figure's entire mesh to be reloaded.
Mythmaker wrote:
Appreciate input from more experienced Carrarists... Thanks.
Enjoy.