Trying to render a scene with heavy Foliage

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sachakogel123
Licensed Customer
Posts: 14
Joined: Thu Dec 03, 2015 10:01 am

I have a scene that I am having very strange problems with when trying to render with octane.

Let me list my specs before I continue.

i7 4770k
18GB ram
980ti

Ok So my problem is as follows, I have a scene with a few hills of grass all made from Maya paintFX, The scene was originally rendered in Vray, so I took it and converted all my vray shaders to octane shaders, but before I did this I created a duplicate of my current render layer and created a layer override material and I chose a standard octane diffuse shader and added an octane sun sky system and clicked IPR and it fell on its arse and would not render anything. So I tried creating new render layers and doing one patch of grass at a time, a small patch of grass no problem, so I start adding and adding and it doesn't take much before it falls on its arse and I am watching the poly count and its no where near being reached.

I found this very interesting so I started another Maya instance and created a simple plane with a Maya pfx, I tried rendering the pfx before converting it to geometry as I would usually do and found that octane was able to render a paint FX.....This got me thinking.
So I went back to my original scene and deleted all my paint FX strokes essentially killing all my grass but leaving a static non animated version of the grass geometry behind and bam octane was able to render the scene? So this tells me that octane is counting the Maya PFX strokes as geometry and I'm clearly reaching my poly count limit, now what I find very interesting is that the paint FX strokes are not in my current render layer so WHY is octane counting the paint FX stroke as geometry??? to me this is not a limitation it is a bug of some sort or bad integration, Octane seems to be ignoring the fact that the PFX stroke isn't in the current render layer?? (Now I know your thinking "Contradiction as I mentioned earlier that before I deleted pfx strokes I created a new render layer and added small patches of grass and it rendered.....Yea this beats me too? :lol: :?: :roll: )

Now the interesting thing is that I have the Redshift demo installed too as I am busy testing both these renderer's for a possible future job, Redshift renders this scene in seconds! the start up time to load it into the GPU is about 6 times faster, I sit and wait a very long time for octane to start rendering that scene and thats once I have deleted the PFX history, Redshift doesn't care about the PFX strokes and just loads it up in a few seconds and I have a live IPR and I can start playing.



Now onto my next question Once I have deleted all my PFX strokes and can finally render the scene with a default diffuse shader added to the geometry, I went ahead and took a bunch of grass geometry and a few other things like mushrooms and dew drops and zoomed in and started tinkering with my grass shader, I created a specular shader with a sss node and some displacement and roughness and got a really nice looking grass blade with some beautiful lighting and created this:
Image

Now I took this grass shader and applied it to all the grass in the scene and I tried to render and bam, it gave me some crazy UV error :?: :lol: It actually had the cheek to complain to me about a blade of grass that was created by converting a PFX stroke to Geometry :lol: :lol: :lol: :lol: I found this to be quite hilarious as I'm sure you could imagine ("what has a UV got to do with getting a render out lol it should just look messed up not fall on its arse and just refuse to render"), so I created a new render layer and started adding each patch of grass till I found the culprit and found that it was several of them, I checked the UV's and they were perfect as any paint effect grass stroke would be :roll: at this point I was pulling hair out as it was now late into Sunday night or rather Monday morning and I still wasn't able to render a blasted frame! :evil:

What bugs me about this is that if I put a diffuse shader on my grass it renders find, if I put the grass map into the diffuse colour and render its all good, if I start getting all technical and create a nice shader it freaks out, yet it renders fine on a small scene????

Please could someone help me out here and tell me what limitation I seem to be hitting or bug I have found or whats going on because Vray, arnold, and Redshift all render this scene no problems, no matter what I throw at it?
sachakogel123
Licensed Customer
Posts: 14
Joined: Thu Dec 03, 2015 10:01 am

would be Fantastic if I got a reply to my question? :cry:
mib2berlin
Licensed Customer
Posts: 1194
Joined: Wed Jan 27, 2010 7:18 pm
Location: Germany

Hi, welcome to the forums.
It is a lot of text to read and it was for me too as I saw your post first time. :)
Only Maya users can help you here.
Please add a simple Maya file show your problem and I am sure you get help.
Dunno why Otoy support don´t check your post, they mostly reply within 24 hours.

Cheers, mib
Opensuse Leap 42.3/64 i5-3570K 16 GB
GTX 760 4 GB Driver: 430.31
Octane 3.08 Blender Octane
abreukers
OctaneRender Team
Posts: 500
Joined: Thu Aug 18, 2011 12:28 am

hi. I don't necessarily any answer to that as I've not really used other renderers besides Octane. If you probably explore more, you'd find that there are some key differences between the renderers you are comparing. Octane is unbiased pure gpu-renderer and it requires the whole geometry to fit into your gpu - only textures can be out-of-core. redshift is biased and allows both geometry and textures out-of-core. Vray is a cpu renderer therefore the bottlenecks are not gpu-related. Each renderer have its advantages. Here are some more comparisons: viewtopic.php?f=25&t=52260

Octane works with polygons and perhaps each time that scene is ported to the OctaneIPR with paintfx stuff in it, Octane attempts to read that in as polygons. If you would like to render vegetation with Octane for Maya, best to use instances for trees grass or shrubs.
i72630QM @ 2.00GHz | 6GB RAM | 2GB GeForce GT 540M | Win7 64bit
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nuno1980
Licensed Customer
Posts: 808
Joined: Sat Dec 18, 2010 10:04 pm

Congrats for your GTX 980 Ti. :D

If you want "nature" (real-life) then must enable dispersion with 0.003 for water droplets and therefore, should change índex of refraction from 1.333 to 1.323. ;)
If "caustic blur" is default in PMC settings, should change to 0.000 but increase to 150k-sample/px at resolution screen of 1002x602 for cleaner (I'm sorry for many hours of time render) and to 5k or 10k rejects for more caustics completed.

IMPORTANT: any specular material has ALWAYS dispersion because we remember the better glasses for eyes have only higher abbe number. ;)
--Learns/tips before buy my image:
PT vs PHT kernels - spp nrs
Caustics at PT
TRUE spec materials w/ dispersion

//
NOTE: Sorry, my bad English for mute ;)
//

i7-12700KF
32GB DDR4@3600
GF RTX 4090 <3 :mrgreen:
NEW ViewSonic XG2431 24" :D
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nuno1980
Licensed Customer
Posts: 808
Joined: Sat Dec 18, 2010 10:04 pm

UPDATE: I fixed wrong refractive índex for dispersion and wrong dispersion coeficient. I'm very sorry for my mistake. ;)
--Learns/tips before buy my image:
PT vs PHT kernels - spp nrs
Caustics at PT
TRUE spec materials w/ dispersion

//
NOTE: Sorry, my bad English for mute ;)
//

i7-12700KF
32GB DDR4@3600
GF RTX 4090 <3 :mrgreen:
NEW ViewSonic XG2431 24" :D
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