OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [OBSOLETE]

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Re: OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [TEST]

Postby HHbomb » Sat Nov 17, 2018 7:25 am

HHbomb Sat Nov 17, 2018 7:25 am
evaluation speed should be on top of to do list for 3dsmax plugin !
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Re: OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [TEST]

Postby neonZorglub » Sun Nov 18, 2018 10:47 pm

neonZorglub Sun Nov 18, 2018 10:47 pm
coilbook wrote:Hi Paride,
were you to reproduce stuck on evaluation/slow eval. When we have a lot of cloned cars as instance octane stuck on eval

it seems that it evaluates 3ds max instances like copies very slow. It now eventuates as slow as octane 3 again

I have 10 unique cars total poly count is 2 mil. If I clone then 50 times as INSTANCE it wont even render. stuck on processing even thought these are instances

I attached another video. I just don't understand why 3ds max copied instances are so slow. Itoo forest with thousands of instances loads in seconds. This is in both rc6 and rc7. I though some versions started to speed up geometry processing now it is back to slower than v3
And as I mentioned earlier the scene only uses 0.9 GB

UPDATE:
Ok I did some previous versions tests. So it takes RC6 and RC7 3 min 14 sec to open 50 instances (1GB vram)

RC4 takes only 1 min 50 seconds to open 50 instances (1GB vram). Still very slow for just 1 Gb of vram but newer version got even worse. This is far from what they said 20mil polys in under 5 seconds. Please otoy fix it. Denoiser won't matter if I spend 2 min per frame just processing geometry. I am not sure what to even think about real time brigade rendering anymore

Thanks


Hi coilbook,
The solution for your scene is to use cloning objects as Instances, and set all objects as Movable proxy. That would avoid to the slow re-load of each object, and duplication of geometry in memory..
Opening 50 instances took me ~3.5 sec with this setting.
Currently, the use of Octane Proxy (octprx file) require a load from disk if it's set as static geometry, even if it is an instance.
We'll look into optimizing this case soon.
Thanks
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Re: OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [TEST]

Postby ramone163 » Mon Nov 19, 2018 1:02 pm

ramone163 Mon Nov 19, 2018 1:02 pm
When I save scene during render, render reset.
Check my video:
Attachments
record_181119_145932.gif
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Re: OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [TEST]

Postby DartFrog » Mon Nov 19, 2018 2:12 pm

DartFrog Mon Nov 19, 2018 2:12 pm
ramone163 wrote:When I save scene during render, render reset.
Check my video:


Yeah me too. I have to disable auto-save sometimes. Annoying.
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Re: OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [TEST]

Postby coilbook » Mon Nov 19, 2018 3:04 pm

coilbook Mon Nov 19, 2018 3:04 pm
neonZorglub wrote:
coilbook wrote:Hi Paride,
were you to reproduce stuck on evaluation/slow eval. When we have a lot of cloned cars as instance octane stuck on eval

it seems that it evaluates 3ds max instances like copies very slow. It now eventuates as slow as octane 3 again

I have 10 unique cars total poly count is 2 mil. If I clone then 50 times as INSTANCE it wont even render. stuck on processing even thought these are instances

I attached another video. I just don't understand why 3ds max copied instances are so slow. Itoo forest with thousands of instances loads in seconds. This is in both rc6 and rc7. I though some versions started to speed up geometry processing now it is back to slower than v3
And as I mentioned earlier the scene only uses 0.9 GB

UPDATE:
Ok I did some previous versions tests. So it takes RC6 and RC7 3 min 14 sec to open 50 instances (1GB vram)

RC4 takes only 1 min 50 seconds to open 50 instances (1GB vram). Still very slow for just 1 Gb of vram but newer version got even worse. This is far from what they said 20mil polys in under 5 seconds. Please otoy fix it. Denoiser won't matter if I spend 2 min per frame just processing geometry. I am not sure what to even think about real time brigade rendering anymore

Thanks


Hi coilbook,
The solution for your scene is to use cloning objects as Instances, and set all objects as Movable proxy. That would avoid to the slow re-load of each object, and duplication of geometry in memory..
Opening 50 instances took me ~3.5 sec with this setting.
Currently, the use of Octane Proxy (octprx file) require a load from disk if it's set as static geometry, even if it is an instance.
We'll look into optimizing this case soon.
Thanks


Yes I did. All these numbers you see are cloned objects with movable proxy on. There is a bug since rc4 does it faster than rc6 and rc7. But even Rc4 is slow 1 min 50 sec for 0.9 gb of mesh to load
I attached the scene. There are 12 unique cars. They scene loads in 5 seconds. IF I clone it 50 times as instance it loads in 3 min and 40 seconds That's a 1gb vram scene. Same amount of vram is used. This is a bug. I never had this problem in octane 3 with cloned mesh.

I am sorry but it is getting annoying. So many beta versions came out and RCs and still slow eval times with cloned mesh. Please fix it once and for all.

Thanks
Attachments
slow instance laod.zip
(40.27 MiB) Downloaded 250 times
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Re: OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [TEST]

Postby paride4331 » Mon Nov 19, 2018 5:07 pm

paride4331 Mon Nov 19, 2018 5:07 pm
ramone163 wrote:When I save scene during render, render reset.
Check my video:


Hi ramone163,
you should deactivates "use same scatter node for compatible istances" in Octane global preference > Trouble shooting.
Regards
Paride
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Re: OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [TEST]

Postby ramone163 » Mon Nov 19, 2018 5:28 pm

ramone163 Mon Nov 19, 2018 5:28 pm
coilbook wrote:
neonZorglub wrote:
coilbook wrote:Hi Paride,
were you to reproduce stuck on evaluation/slow eval. When we have a lot of cloned cars as instance octane stuck on eval

it seems that it evaluates 3ds max instances like copies very slow. It now eventuates as slow as octane 3 again

I have 10 unique cars total poly count is 2 mil. If I clone then 50 times as INSTANCE it wont even render. stuck on processing even thought these are instances

I attached another video. I just don't understand why 3ds max copied instances are so slow. Itoo forest with thousands of instances loads in seconds. This is in both rc6 and rc7. I though some versions started to speed up geometry processing now it is back to slower than v3
And as I mentioned earlier the scene only uses 0.9 GB

UPDATE:
Ok I did some previous versions tests. So it takes RC6 and RC7 3 min 14 sec to open 50 instances (1GB vram)

RC4 takes only 1 min 50 seconds to open 50 instances (1GB vram). Still very slow for just 1 Gb of vram but newer version got even worse. This is far from what they said 20mil polys in under 5 seconds. Please otoy fix it. Denoiser won't matter if I spend 2 min per frame just processing geometry. I am not sure what to even think about real time brigade rendering anymore

Thanks


Hi coilbook,
The solution for your scene is to use cloning objects as Instances, and set all objects as Movable proxy. That would avoid to the slow re-load of each object, and duplication of geometry in memory..
Opening 50 instances took me ~3.5 sec with this setting.
Currently, the use of Octane Proxy (octprx file) require a load from disk if it's set as static geometry, even if it is an instance.
We'll look into optimizing this case soon.
Thanks


Yes I did. All these numbers you see are cloned objects with movable proxy on. There is a bug since rc4 does it faster than rc6 and rc7. But even Rc4 is slow 1 min 50 sec for 0.9 gb of mesh to load
I attached the scene. There are 12 unique cars. They scene loads in 5 seconds. IF I clone it 50 times as instance it loads in 3 min and 40 seconds That's a 1gb vram scene. Same amount of vram is used. This is a bug. I never had this problem in octane 3 with cloned mesh.

I am sorry but it is getting annoying. So many beta versions came out and RCs and still slow eval times with cloned mesh. Please fix it once and for all.

Thanks


Confirm.
My time is:
Standalone RC7 - loads in 5 seconds
3ds Max 2019 RC7 - loads in 6 MINUTES!
3ds Max 2017 3.07-4.43 - loads in 7 second (and viewport performance much better than RC7)

And if I rotate some object, I see a duplicate.
Attachments
shot_181119_190823.jpg
Last edited by ramone163 on Mon Nov 19, 2018 5:42 pm, edited 1 time in total.
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Re: OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [TEST]

Postby ramone163 » Mon Nov 19, 2018 5:36 pm

ramone163 Mon Nov 19, 2018 5:36 pm
paride4331 wrote:
ramone163 wrote:When I save scene during render, render reset.
Check my video:


Hi ramone163,
you should deactivates "use same scatter node for compatible istances" in Octane global preference > Trouble shooting.
Regards
Paride


Thx Paride.
But where is logic? How "use same scatter node for compatible instances" = "Save"?
And if I deactivate it, will I lose better performance for instance object?
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Re: OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [TEST]

Postby paride4331 » Mon Nov 19, 2018 5:40 pm

paride4331 Mon Nov 19, 2018 5:40 pm
ramone163 wrote:
paride4331 wrote:
ramone163 wrote:When I save scene during render, render reset.
Check my video:


Hi ramone163,
you should deactivates "use same scatter node for compatible istances" in Octane global preference > Trouble shooting.
Regards
Paride


Thx Paride.
But where is logic? How "use same scatter node for compatible instances" = "Save"?
And if I deactivate it, will I lose better performance for instance object?


Hi ramone163,
unfortunately I'm not a developer so I can not answer your question; I will send your issue to developers.
Regards
Paride
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Re: OctaneRender® for 3ds max® v4.00-RC7 - 6.09 [TEST]

Postby neonZorglub » Mon Nov 19, 2018 8:42 pm

neonZorglub Mon Nov 19, 2018 8:42 pm
ramone163 wrote:
Confirm.
My time is:
Standalone RC7 - loads in 5 seconds
3ds Max 2019 RC7 - loads in 6 MINUTES!
3ds Max 2017 3.07-4.43 - loads in 7 second (and viewport performance much better than RC7)

And if I rotate some object, I see a duplicate.


Hi ramone, coilbook,
Thanks for your scene.
I could reproduce your slow loading time; it seems to come from the 'Enable Animated material update in Viewport' option, in Material tab of global preferences ..
Turning it off brings me back to < 5 sec load time ..
Sorry about that, it seems to recreate / update materials for every instances.. This will be fixed in the next version.

Also make sure 'Force rebuild Meshes' and 'Force re-init materials' in Troubleshooting tab are disabled.
I'll investigate the rotation /duplicate issue, I couldn't reproduce it yet.
Thanks,
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