OctaneRender for Carrara 2.14.0058 [Test]

Carrara (Integrated Plugin developed by Sighman)
ArtistX1
Licensed Customer
Posts: 64
Joined: Mon Jun 16, 2014 3:07 pm

I always feel bad when reporting issues :(
Sighman
Octane Plugin Developer
Posts: 1112
Joined: Thu Jan 19, 2012 9:11 am
Location: Calgary, AB

That's ok. If you don't report issues then I can spend my free time playing Diablo instead of fixing bugs. :lol:
Win8/64, I7-4770K (3.5Ghz) 24GB, GTX-980ti (6GB) / GTX-TITAN (6GB)
ArtistX1
Licensed Customer
Posts: 64
Joined: Mon Jun 16, 2014 3:07 pm

As long as it isn't LoL :lol:
PhilW
Licensed Customer
Posts: 448
Joined: Fri Oct 25, 2013 9:33 am

That's the point of a beta, let's identify all the bugs and get it running as sweetly as possible. And I hate to think of Sighman being idle...
ArtistX1
Licensed Customer
Posts: 64
Joined: Mon Jun 16, 2014 3:07 pm

I know Phil, still feel bad though, feel as though I am saying

http://cdn.memegenerator.net/instances/49506270.jpg

:twisted: :D
PhilW
Licensed Customer
Posts: 448
Joined: Fri Oct 25, 2013 9:33 am

LOL! We all know that Sighman has done a fantastic job with OR4C, and it is remarkably bug-free for such a complex program. I just can't wait to see where it goes next!
ArtistX1
Licensed Customer
Posts: 64
Joined: Mon Jun 16, 2014 3:07 pm

Indeed a great plugin, well worth it :)
rashadcarter
Licensed Customer
Posts: 71
Joined: Thu Sep 11, 2014 1:16 am

I'm still trying to make sense of it all but I am having problems with Surface Replicators. OR4C in this new version doesn't always update the scene as fully as it should. I have a current scene where I unchecked visibility for a few Surface Replicators but yet the replications are still visible in OR4C. I even went so far as to delete the Surface Replicators completely but they still remain in the render. Even after I manually rebuild the scene, it still doesn't seem to realize that these replicators have been deleted from the scene entirely.

I have become curious in general about when the OR4C should and should not rebuild or recompile the geometry for a scene. I have become concerned that animating complex scenes might end up being a nightmare from constant rebuilding of scenes at the start of new frames. I realize that basic camera movements and simple changes to geometry position and scaling don't result in the need to rebuild or recompile the mesh, but changes in character poses and morphs could indeed lead to lots of re-compilation which in complex scenes could result in an added 5 minutes per frame. So even if I could get render times down to one minute per frame I'd still end up in major trouble due to lost time recompiling each frame. Any feedback on ways to reduce time?
Sighman
Octane Plugin Developer
Posts: 1112
Joined: Thu Jan 19, 2012 9:11 am
Location: Calgary, AB

rashadcarter wrote:I'm still trying to make sense of it all but I am having problems with Surface Replicators. OR4C in this new version doesn't always update the scene as fully as it should. I have a current scene where I unchecked visibility for a few Surface Replicators but yet the replications are still visible in OR4C. I even went so far as to delete the Surface Replicators completely but they still remain in the render. Even after I manually rebuild the scene, it still doesn't seem to realize that these replicators have been deleted from the scene entirely.
I can verify that setting visibility on replicators is not working. This should be fixed in the next release. I have not reproduced the deletion issue. A rebuild should certainly remove them from the scene. Perhaps there is something else at play here.
rashadcarter wrote: I have become curious in general about when the OR4C should and should not rebuild or recompile the geometry for a scene. I have become concerned that animating complex scenes might end up being a nightmare from constant rebuilding of scenes at the start of new frames. I realize that basic camera movements and simple changes to geometry position and scaling don't result in the need to rebuild or recompile the mesh, but changes in character poses and morphs could indeed lead to lots of re-compilation which in complex scenes could result in an added 5 minutes per frame. So even if I could get render times down to one minute per frame I'd still end up in major trouble due to lost time recompiling each frame. Any feedback on ways to reduce time?
Any change to the structure of a mesh, and yes that includes character animation, will require the mesh to be reloaded. The best solution is to reduce the complexity of the animated meshes. For Genesis I & II you can reduce the rendered mesh smoothing level. If you select the genesis actor node you will see two sliders for smoothness. Octane uses the Rendering Level setting, reduce this to 0 and genesis will load into Octane a lot faster. Only use the higher levels for close up shots. The plugin only reloads the meshes that change so if the object is not in camera view, don't animate it.
Win8/64, I7-4770K (3.5Ghz) 24GB, GTX-980ti (6GB) / GTX-TITAN (6GB)
Tugpsx
Licensed Customer
Posts: 1150
Joined: Thu Feb 04, 2010 8:04 pm
Location: Chicago, IL
Contact:

Sighman, was playing with a Daz Studio scene I loaded into Carrara, apart from some geometry issue with clothing which I have to address with the Carrara Team the question was more about some materials I applied with the new material interface. Once a material is applied to a surface there appears no easy way to revert.
I was trying to add light source to the center eye piece and missed, so it added it to the band on the floater bot.
Carrara cambot
Carrara cambot
Win 11 64GB | NVIDIA RTX3060 12GB
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