OctaneRender® for Maya® beta 3.03c [OBSOLETE]

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jmfowler
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TBFX wrote:
jmfowler wrote:Has anyone else been successful with having animated textures render out properly in an animated sequence?
Assuming you are talking about file sequence animated textures. I just tried my old test scene I made for this in 3.03c and it worked fine in a batch render, haven't tried doing animated textures on any instances though.

T.
yeah file sequence textures....hmmmm, just on normal surfaces - the only time I can see the water surface update is when I have re-started the batch render at some point along the timeline. :-(
more experimentation - pity about all my lost frames.. - sounds like the otoy render farm will be coming out soon though!
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jmfowler
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T - when it is working - can mesh refresh be left off while still updating sequence textures?
cheers,
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TBFX
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jmfowler wrote:T - when it is working - can mesh refresh be left off while still updating sequence textures?
No, just tested to be sure, you have to refresh the mesh per frame for the texture to update.

T.
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TBFX
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JimStar,

It'd be great to have a new render mode that was like fast animation but when on would only reload geo per frame that has movable proxy set to on. This would greatly speed up some animations and in a lot of cases be well worth the speed hit we would get from having movable proxies in the scene.
So we'd have 3 render modes.

1. refresh everything per frame
2. only refresh geo with movable proxy set to on
3. don't refresh anything other than the camera after the first frame

T.
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jmfowler
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problem found - it appears to be animated sequence textures doesn't currently work with float image textures, just normal octane images.


Jimstar - is it possible to have animated texture sequences update without mesh update turned on so its faster for rendering animations?

cheers,
JF?
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TBFX wrote:It'd be great to have a new render mode that was like fast animation but when on would only reload geo per frame that has movable proxy set to on. This would greatly speed up some animations and in a lot of cases be well worth the speed hit we would get from having movable proxies in the scene.
So we'd have 3 render modes.

1. refresh everything per frame
2. only refresh geo with movable proxy set to on
3. don't refresh anything other than the camera after the first frame
The second point will become not only the render mode.;) Starting from some of later versions the way of playing the timeline-animation during the IPR session will be changed: your second point approach will be used. Stepping to the next frame of animation-sequence (and showing it both in Viewport and RenderView) will be blocked before all "Movable Proxy" meshes of the frame will be refreshed. So, if your "Movable Proxy" meshes will be lightweight enough to load and voxelise in tenths of a second - you will be able to see almost realtime animation in Octane RenderView...
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TBFX
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JimStar wrote:The second point will become not only the render mode. Starting from some of later versions the way of playing the timeline-animation during the IPR session will be changed: your second point approach will be used. Stepping to the next frame of animation-sequence (and showing it both in Viewport and RenderView) will be blocked before all "Movable Proxy" meshes of the frame will be refreshed. So, if your "Movable Proxy" meshes will be lightweight enough to load and voxelise in tenths of a second - you will be able to see almost realtime animation in Octane RenderView...
Sounds Great!

T.
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jmfowler
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having a problem - I have been trying to render an animation scene that I have previously rendered fine but now when i run the render-er from the command line ( using 3.03c) it gets to the end of the first or second frame and then seems to get stuck on at the same place - the command shell text simply says '7999' ( as in samples which i had set to 8000 max )

I will run tests on this but I thought I would mention it to see if anyone else has had this issue arise?

i have just installed 3.03 and will see how that runs with this particular scene to start narrowing the problem.
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TBFX
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jmfowler wrote:text simply says '7999' ( as in samples which i had set to 8000 max )
I've had frames hang like that either in batch mode or interactive if one of my GPU's fails during the frame. Do you have software to realtime monitor your GPU load? I used to get this a lot until I realized it was always the same GPU so I just reduced the clock on that one a fraction and I haven't had a problem in a while.

T.
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jmfowler
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TBFX wrote:
jmfowler wrote:text simply says '7999' ( as in samples which i had set to 8000 max )
I've had frames hang like that either in batch mode or interactive if one of my GPU's fails during the frame. Do you have software to realtime monitor your GPU load? I used to get this a lot until I realized it was always the same GPU so I just reduced the clock on that one a fraction and I haven't had a problem in a while.

T.
yeah - its one of my GPU's a 580 sitting next to 2 other 680's - on the first frame of my bat file its all fine,but when it gets to the second frame i've just seen it hit 0% load while the others are still going on full.

Thanks for the advice T - i'm about to reduce the clock on it.
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