Rendered Jerky Animation

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

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cmttat
Licensed Customer
Posts: 13
Joined: Wed Apr 29, 2015 2:12 pm

Hi guys,

I have encountered a small issue that requires some help.

Basically, I have tested an animation of flower made by 2 levels of cloners.
However, when I rendered out the animation, it's very different from the hardware preview that I have rendered.

I have also tried adding mograph cache tag but it doesn't seems to do it's job
Heres the link of the files:
https://app.box.com/s/dwtwu7x12mi9q97qy0cu4ebqd6swibiq

I'm using a PC windows 7 platform
i7-5960X CPU @ 3.00GHz
64 GB RAM
Palit GTX 1080

Would appreciate if someone could enlighten me.


Cheers
Processor: Intel Core i7-5960X CPU @ 3.00 GHz
Motherboard: Asus X99-Deluxe
RAM: 64 GB
Graphic Card: Palit Founder's Edition GTX 1080
Storage: Samsung EVO 850
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slepy8
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Posts: 377
Joined: Sun Jul 14, 2013 10:53 am

I have rendered with Octane exactly same thing as your hardware render.

what is your Octane version?
cmttat
Licensed Customer
Posts: 13
Joined: Wed Apr 29, 2015 2:12 pm

I'm using Octane 3.03.2b
Processor: Intel Core i7-5960X CPU @ 3.00 GHz
Motherboard: Asus X99-Deluxe
RAM: 64 GB
Graphic Card: Palit Founder's Edition GTX 1080
Storage: Samsung EVO 850
milanm
Licensed Customer
Posts: 261
Joined: Tue Apr 30, 2013 7:23 pm

Hi

I could reproduce the problem in R17.053 - 3.03.4-R1.
Force updates / Force On picture Viewer in the Object Tag seems to fix it. I have no idea about what is causing this though.

It would be good to know why 'force updates' exists and what it actually does "under the hood". It's a relatively new feature.

Currently, my workflow is: When you don't know what the hell is going on, just add Object Tag and use force updates. :)

Regards
Milan
Colorist / VFX artist / Motion Designer
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780
cmttat
Licensed Customer
Posts: 13
Joined: Wed Apr 29, 2015 2:12 pm

Thanks milanm, it's a little weird but it seems to be working!
Thanks everybody for helping me

Cheers!
Processor: Intel Core i7-5960X CPU @ 3.00 GHz
Motherboard: Asus X99-Deluxe
RAM: 64 GB
Graphic Card: Palit Founder's Edition GTX 1080
Storage: Samsung EVO 850
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aoktar
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Location: Türkiye
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There is a problem with "auto detect" for your objects. Geometry detection may not properly detect which objects are changing.
So another solution is "all movable". So PV rendering will be acting as in LV's default option.
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aoktar
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I'm trying to fix "Auto detect" for this problem.
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fatfreemedia
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Would this also be to blame for jerky camera animation too? I've had a couple of scenes with 3.03.2b where it was like there was a shaky effect applied to the render.
Win10 64bit | 3 * GTX970 | i7 5930k | 32GB
Win10 64bit | 2 * GTX970 | i7 4790k | 16GB
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aoktar
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fatfreemedia wrote:Would this also be to blame for jerky camera animation too? I've had a couple of scenes with 3.03.2b where it was like there was a shaky effect applied to the render.
There is some cases in C4D which cause bugging me. You know plugin need to know updated parts to refresh geometries. In some cases we can't catch correctly. It seems belong to unexpected behaviours of C4D in picture viewer rendering. It doesn't acts as in editor mode and LV. For these cases use "force updates in PV" option in object tag. Mostly happens on complex cloner setups with some extra deformers/etc...
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fatfreemedia
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Hmm - not a lot of animation happening in the latest scene. Just some spline paths and constraints which I baked out. Will definitely try rendering with resend all scene data/object tags though. Thanks!
Win10 64bit | 3 * GTX970 | i7 5930k | 32GB
Win10 64bit | 2 * GTX970 | i7 4790k | 16GB
Win10 64bit | 3 * GTX980 | i7 5930k | 32GB
Win10 64bit | 3 * GTX980 | i7 5930k | 48GB
Win10 64bit | 3 * GTX1070 | i7 6850k | 64GB
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