x Particles won't render...

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

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sdanaher
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...once the particle count increases above a certain threashold. Even ~200,000 particles is taking a long time to start.

Using Octane particle spheres in Object tag and motion blur enabled. Cached particles with advection from TFD. Also tried a referenced sphere.

It always gets stuck at this stage:
33 ADD MDATA >>> Emitter [Emitter] GUID:10289035184576520192 IP:9.3.0. useIP:1

What is the correct setup? What am I missing?

Octane 2.25 R3, R17, XP 2.5

here's the scene, without the TFD sim - it'll need recalculating.

https://dl.dropboxusercontent.com/u/461 ... 05.c4d.zip
Windows 10 - 64GB RAM - Cinema 4D R20 - RTX 2070 x3
sdanaher
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Ahmet, I've tried your test scene and it renders, though the Collect phase is still taking a very long time when increasing particle count, it seems to rise exponentially. @ 0.5 Million it's currently at 20 mins and no sign of it starting to render.

I'm trying to ascertain what the difference is with my scene, apart from TFD, because yours will render 200,000 instances quite quickly whereas mine won't. But even your scene bogs down when trying to render higher particle counts. I'm thinking its the motion blur??
Windows 10 - 64GB RAM - Cinema 4D R20 - RTX 2070 x3
sdanaher
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Render started after 23mins. Rendered image appeared almost instantly after that...

Image
Windows 10 - 64GB RAM - Cinema 4D R20 - RTX 2070 x3
sekani20
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Has anyone figured out a fix for this?
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Bulwerk
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Bump

I am in the same boat. 20 minutes to calculate and prepare scene and about 1 minute to actually pathtrace...

I manually tag everything in my scene and set Geometry control to "Manual Assignment". I am also using camera only motion blur.

particles counts 200-300k always cached.

Aoktar is there something we can be doing differently to optimize particle rendering?
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aoktar
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Check it without motion blur. Try to send me a scene about problem
Octane For Cinema 4D developer / 3d generalist

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Bulwerk
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I think I found a way to speed up the process a bit.

The object tag on the emitter seems to load faster if the setting "force update to picture viewer" is enabled. This seems to get the scene ready for actual pathtracing much quicker.
I was under the impression that camera only motion blur was not taxing on the render.

What really baffles me is that I can scrub through my scenes with relative ease and the particle cache loads quickly. But rendering to picture viewer can be so incredibly slow to just load the scene.

Aoktar I can't really share the scene but it sounds like a universal problem with how particle instances are sent to be rendered in the picture viewer. Any thoughts as to why there is such a difference between live viewer updates and picture viewer updates?

Thanks for all the hard work btw!
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aoktar
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Bulwerk wrote:I think I found a way to speed up the process a bit.

The object tag on the emitter seems to load faster if the setting "force update to picture viewer" is enabled. This seems to get the scene ready for actual pathtracing much quicker.
I was under the impression that camera only motion blur was not taxing on the render.

What really baffles me is that I can scrub through my scenes with relative ease and the particle cache loads quickly. But rendering to picture viewer can be so incredibly slow to just load the scene.

Aoktar I can't really share the scene but it sounds like a universal problem with how particle instances are sent to be rendered in the picture viewer. Any thoughts as to why there is such a difference between live viewer updates and picture viewer updates?

Thanks for all the hard work btw!
Don't know. I'd be trying to improve speed if i could reproduce the problems. I believe people fall to some mistakes on their scenes. Because they don't know the background of processes.
Btw you can make a new scene as sample for me and send this scene with same problem. Isn't? Saying that "Couldn't send, etc.." will not help to you or me.

Different for motion blur between PV vs. LV is like that. It's a bit secret to share here.
But it works same when you send scene to LV and PV. LV switches to use a caching system when you play timeline as opposite of PV rendering. that's only different which is required for interactivity.
Btw I believe that you have missing cache for boost the performance.
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smessing
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Hey everyone - I am still having this exact issue on larger sims - it takes forever to preload in the pathtracer as the sim gets more complex per frame. Did anyone figure this out? I tried the object tag on the emitter with forced updates enabled - still having the same issue where preloads can take 20mins and the render is very quick once loaded. In my open gl viewport I can load the cached sims very quickly. Very frustrating and hoping there is a solution here.

Aoktar- any info or help is much appreciated. Thank you for all of your hard work!

-Steven
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