OctaneRender for Carrara 3.0.12.10[Beta]

Carrara (Integrated Plugin developed by Sighman)
Tugpsx
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It would be great to have it available as shown in the mockup, better in position 2 than in position 1 but either works since it would launch the pop-out anyway.
Render room Octane target add-in
Render room Octane target add-in
Win 11 64GB | NVIDIA RTX3060 12GB
Tugpsx
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Joined: Thu Feb 04, 2010 8:04 pm
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BTW aborting a render or leaving the render room before the render completes hangs Carrara for a bit. It appears that the render continues in the background for the set samples and you loose control until then. While in the render room is there a way to fix the progress bar to indicate the progress. I know this is cosmetic, but it gives an indication if its ok to abort a rendering scene or just wait it out.
Win 11 64GB | NVIDIA RTX3060 12GB
Sighman
Octane Plugin Developer
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Joined: Thu Jan 19, 2012 9:11 am
Location: Calgary, AB

Tugpsx wrote:BTW aborting a render or leaving the render room before the render completes hangs Carrara for a bit. It appears that the render continues in the background for the set samples and you loose control until then. While in the render room is there a way to fix the progress bar to indicate the progress. I know this is cosmetic, but it gives an indication if its ok to abort a rendering scene or just wait it out.
Unfortunately, no. The Carrara API does not really support progressive rendering. This means I have to render the entire scene in a single tile. Carrara only checks for progress and aborts between tiles. Which basically means you have to wait until max samples has been reached before you can abort.
Win8/64, I7-4770K (3.5Ghz) 24GB, GTX-980ti (6GB) / GTX-TITAN (6GB)
Tugpsx
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I wonder if there is a way then to apply the trigger that apply when the abort button is pressed to the background rendering process. Some may have 3000 samples or more set and that could cause a wait for a long time when setting up scenes.
Win 11 64GB | NVIDIA RTX3060 12GB
Sighman
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Joined: Thu Jan 19, 2012 9:11 am
Location: Calgary, AB

I wish it was that simple. I just don't get the trigger event while the rendering thread is busy.

You really need to treat the render room as a 'final' renderer. Do everything you need to do with the Octane viewport open. Then, when you are ready to wait, use the render room.
Win8/64, I7-4770K (3.5Ghz) 24GB, GTX-980ti (6GB) / GTX-TITAN (6GB)
Tugpsx
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Posts: 1150
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Location: Chicago, IL
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So the process should be, while working in the assembly room use CTRL+SHIFT+R to open the Octane viewport to do test renders and adjust scene as needed. Once you determine that the scene is to your liking go to the render room and switch from Photorealistic to Octane Render from the dropdown make final adjustments with the soon to be added option :twisted: render final scene.

UPDATE:
Interesting that CTRL+SHIFT+R brings up the camera that is set in the Render room and not the one used in the Assembly room. In my test scene I have 3 cameras, I set Render room to camera 3 and return to Assembly room. Press render sequence and the Octane default camera is the one specified in the Render room and not my current view port. This is good to know.
RendCamdifference.JPG
Win 11 64GB | NVIDIA RTX3060 12GB
protovu
Licensed Customer
Posts: 476
Joined: Thu Sep 11, 2014 7:30 pm

If I may offer,
I have come to really like using the Octane Viewport as described, and reserving the Render room for Batch queue and final renders. This has really helped workflow.
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