'Send all scene data' ignores ObjectTag

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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aoktar
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Rev wrote:Yep, I definitely cache when it is an option but I still have slightly different results. I have sent you a private message as I am unable to share the files here. They contain a scene that produces a different result depending on geometry option.

Thanks again for taking a look, and your continued help!
Can you show the difference over an image?
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Rev
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Yes I sent a video & scene :), check private messages. That particular scene does not use any cacheable deformers.
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aoktar
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I'm investigating the scene. Difference is not directly related with render methods. It's related with motionblur and their calculation. I'll try to understand why this happen. But most like that's related with "Delay" effector.
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Rev
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Thanks! Yes it was odd to me as well because there was definitely a delay, it just seemed less so. I have noticed a similar phenomenon when using jiggle effector as well where it appears like the effector is definitely working, but not as much as it should. The jiggle effector does have a cache however, and that tends to 'fix' it but it would still be nice to not have to cache since my projects can often have many of them (i don't use network rendering yet) and caching can take a very long time. Thanks again.
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aoktar
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Rev wrote:Thanks! Yes it was odd to me as well because there was definitely a delay, it just seemed less so. I have noticed a similar phenomenon when using jiggle effector as well where it appears like the effector is definitely working, but not as much as it should. The jiggle effector does have a cache however, and that tends to 'fix' it but it would still be nice to not have to cache since my projects can often have many of them (i don't use network rendering yet) and caching can take a very long time. Thanks again.
How can we cache the delay? I would like to test it with cached effect. I suppose there is not any problem about calculations of motion blur, but there is a problem about how we evaluate scene and gather motion data. Resulting motion is different in case against to original scene.
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Rev
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Hmm, I was mistaken earlier, I just did a test with the jiggle effector, and even cached, it produced an effect that was not quite the same. I'll do a few more tests.
Rev
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hi aoktar,

I did more tests and caching seems to be a fix in most cases. The main problem is that some effectors and deformers and even dynamics do not have caches and behave slightly different when animated through octane over C4D. I should mention I also had trouble getting a joint chain with dynamics to render correctly because they do not have a cache either. Normally you would do a 'point cache' on the the changing geometry, but in my case I was not using the dynamics in such a way (to drive geometry) but rather as position references. The only way I was able to work around it was to bake the motion of all the separate objects effected by the join chain, but that in itself took a very long time. There is a way to 'hack' some effectors and deformers that do not have a cache function and still cache them but this adds a lot of room for error and complexity to the scenes and makes it hard to change things. In my line of work there is a lot of iteration and having to re-cache often will be problematic but if it has to be so I'll work around it. The render speeds are still worth it :)

Thanks again for all the help! Maybe one day if C4D opens up more access to the plugin or things change I won't have to bake/cache everything :).
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