OctaneRender® for Maya® v1.0 RC3 - 1.0 beta [OBSOLETE]

Autodesk Maya (Plugin developed by JimStar)

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TBFX
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JimStar wrote:Imagine it as the "Movable proxy" attribute of instancer node has higher rank than the same attribute of meshes. So, if the mesh is included in instancer and instancer is being compiled, all meses included in it will be considered "movable" or not according to "Movable proxy" attribute of instancer. BUT. As soon as the same meshes will be compiled (in the same frame) separately from instancer - the "Movable proxy" attribute of mesh itself will be considered...
Something like this...
I think I understand what you are saying but I think my initial explanation wasn't so good. Here is what I would like to be able to do.

Let's imagine for now that particle instances don't exist.
I want to instance geometry A 40000 times and want it loaded onto the gpu as movable proxy and not part of the common mesh for memory saving reasons but I only want to load them on the first frame of an animation as they don't move.
I also want to load geometry B as a movable proxy as it has animation and I need it to transfer each frame.

At the moment I can:
1. set the animation mode to camera only Geometry A will only transfer on the first frame but my animated geometry B won't be updated.

2. set the animation mode to movable proxy and get both the animation on geometry B, and the memory savings for Geometry A, but Geometry A will also be re-loaded per frame (and with complex geo like trees, buildings etc. this can take a few minutes).

Of course particle instances do exist and I'd like this to work whether geometry A used an instancer node or not, or if Geomety A used an instancer node but there was also geometry C that was instanced without particles but also only needed to be loaded on the first frame.

I may of course be missing something in your explanation and maybe what you have in mind will work for this but I didn't read it that way.

T.
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JimStar
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TBFX
Thanks, now I've understood what you mean.;)
I will think about it...
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TBFX
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JimStar wrote:TBFX
Thanks, now I've understood what you mean.
I will think about it...
Yeah sorry, I went back and read my first explanation and it was pretty bad. :oops:

T.
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JimStar
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TBFX
What if I will change the "Movable proxy" checkbox to "Octane geometry type" selector with 1:"Global", 2:"Scatter" and 3:"Movable proxy" values?
In this case you will be able to set the geometry loaded to octane as part of global mesh, or be scattered but not refreshed in animation (but I think in this mode it may be real-time reflected in IPR), or scattered and refreshed in animation...
Something like this...
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Joss
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1. Octane refuses to export meshes with the same shape names:
// Error: Octane: duplicated name of mesh "lcardShape", change it to unique //
// Error: Octane: Error mesh export. Octane render stopped. //
I think it's possible to handle these cases automatically, since it's quite common "bug" in maya scenes.

2. It would be nice to automatically pause the IPR while user changing scene - orbiting the camera or dragging something.
On single-headed machines it would greatly improve UI response times. Or at least maybe provide an option for such behavior.

3. Would be nice to name octane lights created from Hypergraph somewhat better way than "transform1", "transform2".
Also i think it's possible to add them to Create->Lights menu on plug-in registration, that would be handy.

4. Would be nice to have some progress bar for mesh translation/voxelization process, at the moment it's unclear what's going on at all after user hits Render button on large scenes.

5. Voxelization seems uses just 1 core out of all available, not sure if it's easy or not to make it multithreaded, but it's definitely would speed things up.

6. Would be nice to let users interrupt mesh translation/voxelization process just for the case, because atm it's impossible to avoid memory overflow and on crash user will lose his changes on bugged scenes.

7. I've tracked down memory overflow bug to holed polygons - seems they're causes enormous 10x memory consumption on voxelization, and the process is like 4 times slower than on normal scene. For example, 300k poly scene peaks to 12.5Gb mem on voxelization, and it's just ~1/6th of a bigger scene which is not possible to render at all atm the moment. While 2.5mln polys scene consists of similar objects but without holes polys, takes just 1-2gb. Also Octane render holed polygons as a solid polys.


PS: I just tried to triangulate large scene, and it renders just fine with 3gb memory consumption on voxelization.

PPS: Forum doesn't let me attach images for some reason, posted with tags, pardon moi for exploded view:

Maya viewport:

Image

Bugged render, up to 14gb on voxelization:

Image

Large scene with mass-triangulated meshes, memory consumption 3.3gb on vox stage, as it SUPPOSED to be:

Image
Freelance CG TD, developer.
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TBFX
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JimStar wrote:What if I will change the "Movable proxy" checkbox to "Octane geometry type" selector with 1:"Global", 2:"Scatter" and 3:"Movable proxy" values?
In this case you will be able to set the geometry loaded to octane as part of global mesh, or be scattered but not refreshed in animation (but I think in this mode it may be real-time reflected in IPR), or scattered and refreshed in animation...
Something like this...
That would be perfect! :D

T.
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jmfowler
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JimStar wrote:TBFX
What if I will change the "Movable proxy" checkbox to "Octane geometry type" selector with 1:"Global", 2:"Scatter" and 3:"Movable proxy" values?
In this case you will be able to set the geometry loaded to octane as part of global mesh, or be scattered but not refreshed in animation (but I think in this mode it may be real-time reflected in IPR), or scattered and refreshed in animation...
Something like this...

this would be good thanks.
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JimStar
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Next version HERE.;)
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