Hide geo from camera visibility = massive jump in rendertime

Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

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TheImageFaculty
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Hi Paul,
I have a product assembly and I want to generate a shadow pass of the product onto the floor. This shadow will then be comped into the image so that different product configuration can be layered on top.

My workflow has been to check off Camera Visibility on the geometry of the product and then add a diffuse shader to the floor, with the matte option checked.

When do this the MSamples per second drops significantly. For example if I have the whole product visible in a beauty render I get 12 MSamples. in the above scenario this drops to around 2 MSamples. This surprises me as I would have thought there is a lower calculation overhead for a shadow pass only. I can identify that it's when I hide the geo from camera visibility that I get the drop.

I have a work-around right now but am interested to know why this is happening or if I'm doing something wrong.

Modo 901 Svs Pk 3
Octane plugin 3.3.2.111.901

Thanks, Darren
Last edited by TheImageFaculty on Mon May 08, 2017 11:46 am, edited 1 time in total.
The Image Faculty ApS
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face_off
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I don't know the answer to your question - it's a specific Octane issue - so I suggest posting the question to the Octane 3.04.2 Standalone thread where the OTOY devs will see it.

A work-around would be to set the visibility of the Modo Mesh item OFF, and then reload the scene into Octane rather than using the Octane Visibility setting.

Paul
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Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
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TheImageFaculty
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Posts: 72
Joined: Thu Feb 25, 2016 8:49 am
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OK Paul, thanks for the suggestion, I will try that out.
Darren
The Image Faculty ApS
https://theimagefaculty.com
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