Version 2.21.1

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aoktar
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miohn wrote:Hi,

one thing I have to mention:

I know its a bit unfair, because we want more and more features
but less rendertimes ...

But at the moment, the difference between rendering just the image
and using Render Passes is way to big!
F.e. with my actual project one frame (DL 1000samples 1920x1080) renders in 47 seconds.
But with Render Passes enabled (4 Layer IDs, AO-Pass (max 400 samples), the 2 diffuse and
2 reflection Passes) one frame takes 104 seconds.

Don't know, if this has to do with the new "out of core" feature?
I cannot find where to enable or disable that function.

I hope that this can be optimized in the future, because when getting more than
double rendertimes with just a few masks and passes its not very usable for me.



regards
Mike
Do you think that all passes can be calculated together?
Beauty and light passes is done same time with main pass. Each info pass is calculated in different calculation phase. See pass buttons. They have a small progress bar to show how is going the process. Try to lower maxsamples for less render times.

"Out of core" is in settings->out-of-core section.
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aoktar
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David_S wrote:Hi Aoktar,

I am on OS X 10.10.2 and R16, Standalone and Plugin 2.21.1.

There is a strange behavior of the playhead in the timeline (see screen record). I think it is because of some mix materials with animated mix amount. It is only, if «Materials Preview» is checked.

Further, I have motion blur issues, like it is chanching the amount from frame to frame. Don't know what I am doing wrong. I could also PM you the scene.
Bildschirmfoto 2015-02-11 um 18.08.38.png
And if I quit a rendering in the manager, the spinning wheel appears. Seems to be a deadlock.

thanks & best regards
David
For first, that's unexpected behaviours. I can't produce here. Regarding to mblur, need to see that. Maybe a limitation of motion blur. Would be nice to send these scenes to me.
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miohn
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Hi Ahmet,

as I said, I of course know, that more features will
end up in some additional render time.

I just think, that, like in my case, for 4 black/white passes
the rendertime is more than twice as long is bit too much.

And so my question is, whether there is a change to optimize that
in the future.

Please don't get me wrong!
I really love Octane and the new features!

regards
Mike
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aoktar
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miohn wrote:Hi Ahmet,

as I said, I of course know, that more features will
end up in some additional render time.

I just think, that, like in my case, for 4 black/white passes
the rendertime is more than twice as long is bit too much.

And so my question is, whether there is a change to optimize that
in the future.

Please don't get me wrong!
I really love Octane and the new features!

regards
Mike
Hi mike,
First these parts is written by Thomas(Strafied). I mean the passes in renderer. I can't say what's the plans about optimisations. But people always cry when a feature comes out. Improvements and also optimisations takes big time. People should be more patient and try to optimise their render times. Also some people cannot understand the challenges of GPU rendering. There is lot of limitations and bottlenecks. Guys from Otoy are always trying to improve the things.
Also i write that how works the passes. Follow the progress bar in buttons and tweak maxsamples for better times as in image.
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a1.jpg
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valters
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First of all Extremely BIG THANK YOU ALL DEVELOPERS for your hard work and that you are continue bringing for us technologies from future! But "Out Of Core" is from Future Of Future :shock: !

I'm fighting here for every second during rendering, I know that this is funny, but anyway will inform because for me it's important :)

ms/sec: 19.703 | OctaneC4D Version: 2.12.2
ms/sec: 22.16 | OctaneC4D Version: 2.16.1
ms/sec: 22.04 | OctaneC4D Version: 2.16.2
ms/sec: 21.218 | OctaneC4D Version: 2.20.0-RC1
ms/sec: 21.611 | OctaneC4D Version: 2.20.0-RC2
ms/sec: 20.261 | OctaneC4D Version: 2.21.1

In my tests OR 2.16.x was always run 21.970-22.320
but OR 2.21.1 run 19.700-20.380

Yes it's macro difference, I wish to share..
Thanks.
p.s. OR2.16 vs OR2.21 > losing ~6500ms/h for me it's a lot :)
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aoktar
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valters wrote:First of all Extremely BIG THANK YOU ALL DEVELOPERS for your hard work and that you are continue bringing for us technologies from future! But "Out Of Core" is from Future Of Future :shock: !

I'm fighting here for every second during rendering, I know that this is funny, but anyway will inform because for me it's important :)

ms/sec: 19.703 | OctaneC4D Version: 2.12.2
ms/sec: 22.16 | OctaneC4D Version: 2.16.1
ms/sec: 22.04 | OctaneC4D Version: 2.16.2
ms/sec: 21.218 | OctaneC4D Version: 2.20.0-RC1
ms/sec: 21.611 | OctaneC4D Version: 2.20.0-RC2
ms/sec: 20.261 | OctaneC4D Version: 2.21.1

In my tests OR 2.16.x was always run 21.970-22.320
but OR 2.21.1 run 19.700-20.380

Yes it's macro difference, I wish to share..
Thanks.
p.s. OR2.16 vs OR2.21 > losing ~6500ms/h for me it's a lot :)
Interesting. So we have loosed zillions hours for people who can gain more hours from works ;)
Also don't relly to this ms/sec values too much. This is only shows how much raycasted per frame.

Btw, Thanks for comments
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emer_pl
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Hello Aoktar.

Mac version of plugin crashes C4d every time I try to stop picture viewer render before it hits targeted sample count.
No matter its a big scene or a single cube. Every time I got the perpetual spinning wheel. Doesn't happened before.

Regards
OSX 10.9.2/C4D R15/2.05.0 GTX Titan/GTX780Ti/780TI/780TI
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momade
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Hey Aoktar.
Sorry, taht i run after you with this question. im running 2.16.2 an ive got a problem.

Im using Rednerpasses and I am wondering if I am doing a mistake with my Z-depth-pass. If you look at the image below you see, that the leaves of the trees don't show the alpha. The depth shows the pure geometry. Is this an expected behaviour or am i missing something?
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leaves_alpha_Z.PNG
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aoktar
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momade wrote:Hey Aoktar.
Sorry, taht i run after you with this question. im running 2.16.2 an ive got a problem.

Im using Rednerpasses and I am wondering if I am doing a mistake with my Z-depth-pass. If you look at the image below you see, that the leaves of the trees don't show the alpha. The depth shows the pure geometry. Is this an expected behaviour or am i missing something?
i can't remember how works on 2.16. It's giving alpha on 2.21
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aoktar
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emer_pl wrote:Hello Aoktar.

Mac version of plugin crashes C4d every time I try to stop picture viewer render before it hits targeted sample count.
No matter its a big scene or a single cube. Every time I got the perpetual spinning wheel. Doesn't happened before.

Regards
looks like a crash. Do you have more spesific clue to check?
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