Hey Aoktar,aoktar wrote:
Hi,
i checked files. It works. But please wait until next release. I found a problem, Otoy guys will check it.
Sounds good, thank you.
Moderators: ChrisHekman, aoktar
Hi,aoktar wrote:Hi all,
I'm working on some bugs and optimisation for motion blur. Especially for render instances. Also added a new parameter to render settings. Time sampling per frames. This is for exporting sub calculations between two frames. To overcome some weird effects on big rotations. Default is 1.
A test version for R15 windows is here. Could someone test it please?
http://render.otoy.com/customerdownload ... 23-R15.zip
Please check the results. This show how effect the new parameter [/b]
Also some explanation for LV+mblur. It cannot be very accurate on some situations. Please read the manual for details. It's not production tool, only a previewer. And to get motion data is impossible for some situations. Motion blur calculation requires some frames which are depending to shutter settings. If plugin has missing motion keys, we can't see correct motion blur effect.
I wrote that in manual. Doing some timeline scrubbing step-by-step, it allows to filling caches. But jumping from frame 10 to 100 will broke the motion caching. So you will need to go frames 98,99,etc..
Hi aoktar,aoktar wrote:Ashura, you are not doing as write in texts!
To see the mblur in LV, need some good understanding and attention. Objects need some previous keyframes to produce motion blur. If you skip the previous frames, you can see NOTHING for motion blur. Make some time scrubbing in timeline. This provides to cache the motion data for objects.
This is required for interactive views. But when you resend to LV or picture viewer, plugin will calculate all information for motion blur.
it should work fast as intern gpus. But be aware of data sending times. It sends updates parts of scene to clients. And clients contribute to calculation. You can watch this process on net render info line in LV.MINGATU wrote:Hey Aoktar,
I installed r15 and the plug in works without crashing at launch. There are still issues w this version but at least I got my pc to slave with it. The network rendering function is good. Still not as fast as if I rendered just from the PC (vs slaving off the Mac (additional gefore680). I'm thinking bc it's over the network, my bottleneck is that my LAN is via gb ethernet vs something faster like fiber etc.
Going to test the PC build.
So we can have more than 144 textures?aoktar wrote: Btw, I can hopefully do a stabile macos version today and some demo versions also. This version will be based on SDK 2.01. New sdk has some speed improvements and also nearly unlimited texture counts.
Great! I'll look out for it.it should work fast as intern gpus. But be aware of data sending times. It sends updates parts of scene to clients. And clients contribute to calculation. You can watch this process on net render info line in LV.
Btw, I can hopefully do a stabile macos version today and some demo versions also. This version will be based on SDK 2.01. New sdk has some speed improvements and also nearly unlimited texture counts.