OctaneRender™ Standalone 2.21.1

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gardeler
Licensed Customer
Posts: 121
Joined: Fri Feb 22, 2013 5:10 pm

rendertimes and motionblur

I have done a few projects in octane now, the latest with v 2.20. when checking render times, there is a rather violent time increase in some of the frames with motion blur. It behaves similar to vray, and other ray tracer render engines. But when I did projects with motion blur in the past, there were hardly any increase in render time, only a little more noise in the "blurry" places.

I hope this is a bug? Or should we expect longer render times on frames with motion blur on them? (the latest project went from 4 mins a frame to 45!! :o

I was running on multiple configs with 4 x titans and some 2 x titanZ on linux.
coilbook
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Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

gardeler wrote:rendertimes and motionblur

I have done a few projects in octane now, the latest with v 2.20. when checking render times, there is a rather violent time increase in some of the frames with motion blur. It behaves similar to vray, and other ray tracer render engines. But when I did projects with motion blur in the past, there were hardly any increase in render time, only a little more noise in the "blurry" places.

I hope this is a bug? Or should we expect longer render times on frames with motion blur on them? (the latest project went from 4 mins a frame to 45!! :o

I was running on multiple configs with 4 x titans and some 2 x titanZ on linux.
same here. Otoy please check it for a bug. I noticed before with and without motion blur almost no difference in render time. Now more motion blur duration i add longer render time. I did a test for a moving car: no mb 50 samples per second, mb on and if camera is looking at the front of the car 30 samples per second, and mb on and it shows a side of a car passing left to right where you see more car blurriness it drops to just 10. In 2.1x there was not much speed drop
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abstrax
OctaneRender Team
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Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

gardeler wrote:rendertimes and motionblur

I have done a few projects in octane now, the latest with v 2.20. when checking render times, there is a rather violent time increase in some of the frames with motion blur. It behaves similar to vray, and other ray tracer render engines. But when I did projects with motion blur in the past, there were hardly any increase in render time, only a little more noise in the "blurry" places.

I hope this is a bug? Or should we expect longer render times on frames with motion blur on them? (the latest project went from 4 mins a frame to 45!! :o

I was running on multiple configs with 4 x titans and some 2 x titanZ on linux.
If you send us a scene that has no or only a small slow down in 2.1 and a big slow down in 2.2, we can investigate.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
gardeler
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Posts: 121
Joined: Fri Feb 22, 2013 5:10 pm

[/quote]
If you send us a scene that has no or only a small slow down in 2.1 and a big slow down in 2.2, we can investigate.[/quote]

The slowdown I experience is from before 2.0, where I had camera fly-through's with large amounts of motion blur with almost no render hit at all. I know that object motion blur and camera motion blur is different, but the render hit now pretty much kills octane's biggest advantage; speed. during another project, we did a head to head with vray on a shark jumping out of water. Octane was faster until we came to a frame where there were too much motionblur and vray rendered at the same speed here. (the octane machine with 4 x titans also costs around 4 times as much) So that project were not a good idea to do in octane because of the motion blur issue.

I will prepare a file for you, but I also noticed something else. On the frame that has motionblur, there is one core on CPU that is going up on 100%. Looks like the linux window manager process. On a frame with no motion blur, the CPU is not going up. Is that normal? The whole system slows down and gets sluggish on that frame. I also tried it on my windows box. I don't have the cpu hit here, but it also gets more sluggish and "studdering" in the interface on a frame with motion blur.

Anyways, hope there is something that can be done to improve this. I'm lucky that I have access to a large amount of render power, but for somebody that has a small setup, a render time increase from 5 min to 73 min could shatter any deadline in production...

I will try to get you that file asap.

Thanks

M
gardeler
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Posts: 121
Joined: Fri Feb 22, 2013 5:10 pm

abstrax wrote:
gardeler wrote:rendertimes and motionblur

I have done a few projects in octane now, the latest with v 2.20. when checking render times, there is a rather violent time increase in some of the frames with motion blur. It behaves similar to vray, and other ray tracer render engines. But when I did projects with motion blur in the past, there were hardly any increase in render time, only a little more noise in the "blurry" places.

I hope this is a bug? Or should we expect longer render times on frames with motion blur on them? (the latest project went from 4 mins a frame to 45!! :o

I was running on multiple configs with 4 x titans and some 2 x titanZ on linux.
If you send us a scene that has no or only a small slow down in 2.1 and a big slow down in 2.2, we can investigate.
I have sent you a PM with a package link.
coilbook
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Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

here is my example what happens if objects moves a bit faster creating more motion blur render time doubled. Truck was cropped in the second picture but both frames have same size truck and environment
Attachments
c04_0573.jpg
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abstrax
OctaneRender Team
Posts: 5508
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

gardeler wrote:
abstrax wrote:
gardeler wrote:rendertimes and motionblur

I have done a few projects in octane now, the latest with v 2.20. when checking render times, there is a rather violent time increase in some of the frames with motion blur. It behaves similar to vray, and other ray tracer render engines. But when I did projects with motion blur in the past, there were hardly any increase in render time, only a little more noise in the "blurry" places.

I hope this is a bug? Or should we expect longer render times on frames with motion blur on them? (the latest project went from 4 mins a frame to 45!! :o

I was running on multiple configs with 4 x titans and some 2 x titanZ on linux.
If you send us a scene that has no or only a small slow down in 2.1 and a big slow down in 2.2, we can investigate.
I have sent you a PM with a package link.
I had a look at your scene and the slow down was in 2.06, 2.17 and 2.21.1. I didn't have much time to look into it, but there is probably some issue with the Alembic files: When you look at the compilation time at frame 220 (which still renders fast), the compilation takes only a couple seconds. At frame 230 (which renders slow) the compilation time takes almost a minute. So something is very wonky here.

Did you manually export the Alembic files? Which tool did you use and from which 3D application? On Monday I will have a closer look at what's actually happening. (Interestingly the mesh and triangle count stays the same.)

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
gardeler
Licensed Customer
Posts: 121
Joined: Fri Feb 22, 2013 5:10 pm

[/quote]
I had a look at your scene and the slow down was in 2.06, 2.17 and 2.21.1. I didn't have much time to look into it, but there is probably some issue with the Alembic files: When you look at the compilation time at frame 220 (which still renders fast), the compilation takes only a couple seconds. At frame 230 (which renders slow) the compilation time takes almost a minute. So something is very wonky here.

Did you manually export the Alembic files? Which tool did you use and from which 3D application? On Monday I will have a closer look at what's actually happening. (Interestingly the mesh and triangle count stays the same.)

Cheers,
Marcus[/quote]

Hi Marcus
Thank you for looking into the issue. Yes there seems to be something funky going on. I used "crate" in maya to get the alembics out. I always use crate as autodesk's alembic solution does not support shader assignments. (as far as I know)

Let me know if you need me to do any other test's or alembic outputs for you.

Thanks

Martin
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abstrax
OctaneRender Team
Posts: 5508
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

gardeler wrote:Hi Marcus
Thank you for looking into the issue. Yes there seems to be something funky going on. I used "crate" in maya to get the alembics out. I always use crate as autodesk's alembic solution does not support shader assignments. (as far as I know)

Let me know if you need me to do any other test's or alembic outputs for you.

Thanks

Martin
Could you post the Alembic export settings you were using? I don't know crate, but maybe I can spot something obvious.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
gardeler
Licensed Customer
Posts: 121
Joined: Fri Feb 22, 2013 5:10 pm

abstrax wrote:
gardeler wrote:Hi Marcus
Thank you for looking into the issue. Yes there seems to be something funky going on. I used "crate" in maya to get the alembics out. I always use crate as autodesk's alembic solution does not support shader assignments. (as far as I know)

Let me know if you need me to do any other test's or alembic outputs for you.

Thanks

Martin
Could you post the Alembic export settings you were using? I don't know crate, but maybe I can spot something obvious.
I usually use the default settings + the "global" check box. That works the best for me.

cheers
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