Hello!
Im quite new to octane. But i can say im impressed!
Only one thing seems strange to me:
I'm using a GTX 770 on a bootcamp Windows 7 mac pro.
IPR Rendering in Maya 2015 + Maya Plugin 2.x. Im rendering
a 200 MB interior scene in Direct Light mode which looks good for my needs.
That takes 10sec / Frame at 100 samples.
BUT: When i send the job out to batch render each frame takes arround 2 min!?
Is that normal?
Thank you so much guys!
Daniel
batch rendering speed vs. ipr speed
Moderator: JimStar
- danielsiegl
- Posts: 37
- Joined: Mon Jun 30, 2014 1:32 pm
Hey Jim, sorry!
I thought this might be normal and i have to accept that batch takes longer.
And i would!
As I said, each frame takes arround 10 sec while navigating in 3d space in the IPR LIVE render.
(See attached rendereing which took 07 sec. REDNER.png) All the convertion before final rendering starts takes about 2-3 Min.
Also because of some UV ID errors.
Render Settings: See the attached RENDER.png
Thank you so much for your Help!
Awesome Work!
Daniel
I thought this might be normal and i have to accept that batch takes longer.
And i would!

As I said, each frame takes arround 10 sec while navigating in 3d space in the IPR LIVE render.
(See attached rendereing which took 07 sec. REDNER.png) All the convertion before final rendering starts takes about 2-3 Min.
Also because of some UV ID errors.
Render Settings: See the attached RENDER.png
Thank you so much for your Help!
Awesome Work!
Daniel
Hi Daniel,
If nothing is animated in your scene other than the camera you can set the animation mode setting in the octane render settings to camera only and the scene will only be translated once for the first frame. If you do have animated objects you can set just the animated geometry's geometry type attribute (found on the shape nodes under extra attributes) to movable proxy if the object is just transformed, or reshapable proxy if it is deforming and set the animation mode to movable proxys, then only the animated objects will be re transferred to the GPU per frame. Note that once you have movable proxies sent to the GPU there is a slow down in actual render time but it is usually worth it for animation due to the time saved per frame for translation. The other geometry type scatter is for when you have instances in your scene which do not move during an animation, with this they will only be loaded on the first frame when animation mode is set to movable proxys.
T.
If nothing is animated in your scene other than the camera you can set the animation mode setting in the octane render settings to camera only and the scene will only be translated once for the first frame. If you do have animated objects you can set just the animated geometry's geometry type attribute (found on the shape nodes under extra attributes) to movable proxy if the object is just transformed, or reshapable proxy if it is deforming and set the animation mode to movable proxys, then only the animated objects will be re transferred to the GPU per frame. Note that once you have movable proxies sent to the GPU there is a slow down in actual render time but it is usually worth it for animation due to the time saved per frame for translation. The other geometry type scatter is for when you have instances in your scene which do not move during an animation, with this they will only be loaded on the first frame when animation mode is set to movable proxys.
T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
danielsiegl
Yes, TBFX have already well explained this: there are two different stages when you render the frame by Octane - translation stage and rendering itself. When you have some complicated scene, translation of the geometry and materials can take a lot of time, even longer than rendering stage. So, perhaps it is what you get here: when you start the IPR, translation takes the same 2 minutes, and then the rendering itself takes 7 seconds. But if you render the sequence of frames by batch render in "Full" animation mode - you get the same 2 minutes plus 7 seconds per every frame. If this is the case - just use TBFX's advice to fine tune your animated scene, and you will get a lot faster rendering.
But if it is not the case, and you get faster translation times in IPR than in batch rendering - then it is perhaps some bug, and in this case I will need more detailed statistics info from you and perhaps the scene itself to be able to reproduce and fix it...
Yes, TBFX have already well explained this: there are two different stages when you render the frame by Octane - translation stage and rendering itself. When you have some complicated scene, translation of the geometry and materials can take a lot of time, even longer than rendering stage. So, perhaps it is what you get here: when you start the IPR, translation takes the same 2 minutes, and then the rendering itself takes 7 seconds. But if you render the sequence of frames by batch render in "Full" animation mode - you get the same 2 minutes plus 7 seconds per every frame. If this is the case - just use TBFX's advice to fine tune your animated scene, and you will get a lot faster rendering.
But if it is not the case, and you get faster translation times in IPR than in batch rendering - then it is perhaps some bug, and in this case I will need more detailed statistics info from you and perhaps the scene itself to be able to reproduce and fix it...
- danielsiegl
- Posts: 37
- Joined: Mon Jun 30, 2014 1:32 pm
Thank you Guys!
That makes absolutely sense to me! I will try that tomorrow since theres a very important football match tonight!
Thank you!!!
Daniel
That makes absolutely sense to me! I will try that tomorrow since theres a very important football match tonight!
Thank you!!!
Daniel