Jani wrote:Hi,
I posted this a while back in the dev build releases forum, and I was wondering if you can speak a little on the subject Neonzorbgulb, please see below:
Jani
Hi Jani,
As I understand, the 'real time rendering' feature is a special rendering setup with optimal performance to display the final image. On 3dsMax, this will avoid several image copy and rgb conversions that are currently needed.
But it requires a lot of changes in the current code, as well as some research to use a DirectX surface in 3dsMax without causing issues with the 3dsMax own display driver..
So, that's quite some work, but it's on my list for a future update.
Note that on 3dsMax, like other plugins, there will always be a performance hit to convert and send the geometry to the Octane Engine.
For example, if you deform a mesh with a bend modifier in an animation, the full mesh have to be read from Max, converted and sent to Octane.
Having the 'real time rendering' won't help much in this case.
In this kind of case, you can use the Animation cache (Render settings / Kernel), that will keep the mesh data in Octane memory, skipping the processing from max data.
(And then, the real time rendering' should improve the performance even more..)
For minor single changes, like the camera position, or a material parameter, there should be a good performance gain, especially for large render size..
I'll make sure to provide samples and information when this 'real time rendering' feature is added in the 3dsMax plugin.
Thanks