Ok thanks guys.
This might be a show stopper, or perhaps I can get around this with a simple memory upgrade. I should say I've become a past master at reducing materials to a few or even plain colors.
The 3GB limit for this doesn't worry me. I managed to get the entire set of Episode 8 (ok I had 3 versions of it for each section of the film), but via proxys I got the lot into 3.4GB.
What may cause a problem without true replication are those scenes where a simple object (In my case a semi detached house) is used thousands of times (See the start of episode 7). I don't know.
What I do promise is this: I'll be testing my large scenes over the next few days and I'll report back. I can use these for any replication testing you want to do in the future if you like. (I'd have to hold onto the scene files though, sorry).
I already know one scene has an issue, but that's a WIP and I know lots of materials and objects in the scene can be reduced significantly from here.
There is also http://www.atangeo.com/products (Atangeo Balencer) which can perform miracles reducing large object files.
OctaneRender for Carrara 2.06.0047 [Stable]
For my own use (and I guess yours), I would rather have the ability to truly instance duplicated objects, with the limitation that you can't use modifiers, rather than not having this. I think the same would be true for most users. You can use the Random Color octane shader to add variation between each instance. Or maybe it could be an option that the user can choose depending on the scene?
Anyone care to confirm (or disprove) this for me plz..
Live render viewport needs to be reloaded after advancing keyframes after running a physics simulation.
Usual user type scene (nothing too demanding!) I have four towers (of cubes) and four balls rolling toward and hitting the towers..
When jumping from one keyframe to another in the timeline, the live viewport updates the camera position but not the position of the falling cubes or the balls until I hit reload same thing during animation rendering.
Live render viewport needs to be reloaded after advancing keyframes after running a physics simulation.
Usual user type scene (nothing too demanding!) I have four towers (of cubes) and four balls rolling toward and hitting the towers..
When jumping from one keyframe to another in the timeline, the live viewport updates the camera position but not the position of the falling cubes or the balls until I hit reload same thing during animation rendering.
Last edited by orion_uk on Tue Aug 26, 2014 4:17 am, edited 2 times in total.
http://www.Neil-Isted.com
Intel i7 870/2.93 GHz
RAM 16GB
1x Titan (6GB)
2x GTX 660Ti 2GB
Win10 Pro 64-bit
Carrara 8.5 Pro
Carrara - OR4C
OctaneRender™ for Blender
Ds pro
OR Standalone V4
Poser Plugin
Intel i7 870/2.93 GHz
RAM 16GB
1x Titan (6GB)
2x GTX 660Ti 2GB
Win10 Pro 64-bit
Carrara 8.5 Pro
Carrara - OR4C
OctaneRender™ for Blender
Ds pro
OR Standalone V4
Poser Plugin
The plan for duplicates as instances includes the ability to have different master shaders for each instance. Depending on other support issues I can work on this sooner rather than later. What do you want first, duplicates as instances or object motion blur? I think I will put together a survey to see what people want most.PhilW wrote:For my own use (and I guess yours), I would rather have the ability to truly instance duplicated objects, with the limitation that you can't use modifiers, rather than not having this. I think the same would be true for most users. You can use the Random Color octane shader to add variation between each instance. Or maybe it could be an option that the user can choose depending on the scene?
Win8/64, I7-4770K (3.5Ghz) 24GB, GTX-980ti (6GB) / GTX-TITAN (6GB)
Yes I can verify that. I had a small tower of cubes on a plane which rotated and therefore tipped the cubes over. In OR4C, the plane moved as expected (normal keyframed object) but the cubes did not update their position until reloaded. Even more concerning, the cubes stayed in the same position when I set it to render an animation, so the rendering of physics simulations is currently not working.orion_uk wrote:Anyone care to confirm (or disprove) this for me plz..
Live render viewport needs to be reloaded after advancing keyframes after running a physics simulation.
Usual user type scene (nothing too demanding!) I have four towers (of cubes) and four balls rolling toward and hitting the towers..
When jumping from one keyframe to another in the timeline, the live viewport updates the camera position but not the position of the falling cubes or the balls until I hit reload.
For me it would be duplicates as instances as this would solve compatibility with a number of existing scenes.Sighman wrote:The plan for duplicates as instances includes the ability to have different master shaders for each instance. Depending on other support issues I can work on this sooner rather than later. What do you want first, duplicates as instances or object motion blur? I think I will put together a survey to see what people want most.PhilW wrote:For my own use (and I guess yours), I would rather have the ability to truly instance duplicated objects, with the limitation that you can't use modifiers, rather than not having this. I think the same would be true for most users. You can use the Random Color octane shader to add variation between each instance. Or maybe it could be an option that the user can choose depending on the scene?
I thought I fixed this, I guess not. As a workaround you can generate key frames from the simulation. I would like a copy of your seen for testing.orion_uk wrote: When jumping from one keyframe to another in the timeline, the live viewport updates the camera position but not the position of the falling cubes or the balls until I hit reload.
Win8/64, I7-4770K (3.5Ghz) 24GB, GTX-980ti (6GB) / GTX-TITAN (6GB)
Many Thanks PhilW 
No problem Sighman, will just throw them in to the Dropbox link with the other scene files now ok, may take a few mins to sync though

No problem Sighman, will just throw them in to the Dropbox link with the other scene files now ok, may take a few mins to sync though

http://www.Neil-Isted.com
Intel i7 870/2.93 GHz
RAM 16GB
1x Titan (6GB)
2x GTX 660Ti 2GB
Win10 Pro 64-bit
Carrara 8.5 Pro
Carrara - OR4C
OctaneRender™ for Blender
Ds pro
OR Standalone V4
Poser Plugin
Intel i7 870/2.93 GHz
RAM 16GB
1x Titan (6GB)
2x GTX 660Ti 2GB
Win10 Pro 64-bit
Carrara 8.5 Pro
Carrara - OR4C
OctaneRender™ for Blender
Ds pro
OR Standalone V4
Poser Plugin
Duplicates as instances would solve a number of issues for me and get me going straight away. 
Also my first test animation was rendered with motion blur - it looked great! What am I missing here? Oh hang on that was camera blur right? Still instances is pretty essential for anyone hoping to make movie sets. Object motion blur would be great but surely not such a show stopper as instancing.

Also my first test animation was rendered with motion blur - it looked great! What am I missing here? Oh hang on that was camera blur right? Still instances is pretty essential for anyone hoping to make movie sets. Object motion blur would be great but surely not such a show stopper as instancing.