Yes, if he could explain them, that would be great!

Since Octane is a progressive renderer and continues rendering even if the maximum samples specified ingrimm wrote:Thanks Thomas,
Yes, if he could explain them, that would be great!
octane.render.start()
have been reached, we just pause it. You can make it continue rendering after octane.render.start()
returned by calling octane.render.continue()
.octane.render.continue()
, but if you have made some changes to the scene that would require a restart, rendering will start with 0 s/px again. The pause and continue behave exactly the same way as you can observe in the standalone user interface.octane.render.clear()
sets NULL as render target node, i.e. the render target will reset all sub-systems and release most of the data on the GPUs. The render threads are kept around and with that the CUDA contexts, which are fairly expensive to close. So setting a different render target and starting a new render can still be done fairly quickly. One side effect of octane.render.clear()
is that the render target will be unpaused.octane.render.reset()
stops the render threads, closes the CUDA contexts, destroys the render target and goes back to square one. After this call, all GPU resources have been released and there is nothing rendering anymore, i.e. all CPU resources used for rendering are released, too. This call is fairly invasive and slow, but allows you to start from scratch. This function is equivalent to the stop button in the UI.Hi Beppe,bepeg4d wrote:hi jason,
another little issue is that, after the exit of the script, you need to click "stop render" and clean all the gpu in order to reload a new render target.
i have prepared a little scene and packaged with the new .ocp format:
It works fine on Linux too, but I don't have a windows box to test on.bepeg4d wrote: -the "alt+t" shortcut works very well on mac but doesn't work on win7.
I'm not getting that behaviour in my tests, I'm probably not doing the same type of node grouping as you are? Can you put together a small ocs file that I could test with?bepeg4d wrote: -unfortunately the rt choice menu doesn't work as i expected![]()
if i run a preview for the selected rt and then i chose another rt and run another preview, the rt doesn't change.
if i chose the "old mesh rt" only the distance from the object or the fov changes, but the view is the same.
I have attached an update, please give it a try and see if it works better for you. You still need to select the graph(group node) before calling the script. For instance, to test this I select two render target nodes and grouped them, selected the group graph and ran the script.bepeg4d wrote: -if a render target is grouped, the script doesn't work with the error message: "no render target selected 1" followed by another error window with the path of the turntableG_helpers.lua:144:error...
-it doesn't work even if you set a render-target-output port for the group, maybe via output port is possible to reach the rt inside the grouped node![]()
in complex scenes, it could be necessary to grouping the rt, so if your script could work in this condition it would be useful![]()