Blender and VR animation

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Re: Blender and VR animation

Postby J.C » Fri Sep 02, 2016 10:51 am

J.C Fri Sep 02, 2016 10:51 am
sammie865 wrote:Anyone have any ideas to speed this up? or what going on?

Hello Octane support, Any opinions about this?

Another thing I have noticed, when rendering in the viewport, It updates the shaders in about 5 seconds, and uses all 8 cores of the CPU, when I hit render, It only uses 1 core.


Same problem here. During final rendering synchronizing objects takes 4-5 seconds while in viewport render there is no delay.
Any one can help?
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
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Re: Blender and VR animation

Postby bepeg4d » Fri Sep 02, 2016 11:01 am

bepeg4d Fri Sep 02, 2016 11:01 am
Hi J.C,
sorry your question is not clear to me :roll:
I'm guessing, but if you are talking about vr output, you have to consider that the final rendering has a huge frame buffer compared to the preview window, and needs more time to be loaded.
ciao beppe
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Re: Blender and VR animation

Postby J.C » Fri Sep 02, 2016 11:57 am

J.C Fri Sep 02, 2016 11:57 am
Hi bepeg4d,
I'm not talking about VR output but long time of snchronization of objects during rendering animations.

Anyway I have solved it! This info should sticky ;) You need to apply modifiers before final rendering. Lets take a Subdivision Surface modifier for example. It is applied every time before rendering next frame so it was taking some time for blender/octane to apply this to a mesh. The more sub divs the more time it took to synchronize.

In viewport it was applied so that's why it was faster comparing to the final render.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
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