scene evaluation too long!!!

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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Julien
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Joined: Sat May 03, 2014 1:48 pm

I found scene evaluation way too long on heavy scenes. Up to 30 - 40 min ?!....
I've got a 12 core double processor hyperthreaded which gives 48 cores to calculate but only one is used when 3dsmax is performing scene evaluation.
Why? Can this be fixed ? it would save a lot of time !!!! :cry:
Thanks
Julien
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Elvissuperstar007
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I also wrote about it, I have rendered animation of 20 seconds, and loading of 20 minutes ..that complete nonsense
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
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haze
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Can you give us some detail on what you are rendering? As a start, we would try to figure out if it is the plugin or Octane core that is taking the longest, and then find out why
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Elvissuperstar007
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voltaire585
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Same, i thought it had crashed but after i went had a coffee it was back on. Ill have a look at what scenes its happening on also.
marka2
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Joined: Thu Nov 03, 2016 5:55 pm

Yeah I've been experiencing the same problem too. My scenes take also a lot longer to evaluate when I use proxies (idk what's the reason behind it).
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thanulee
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Julien wrote:I found scene evaluation way too long on heavy scenes. Up to 30 - 40 min ?!....
I've got a 12 core double processor hyperthreaded which gives 48 cores to calculate but only one is used when 3dsmax is performing scene evaluation.
Why? Can this be fixed ? it would save a lot of time !!!! :cry:
Thanks
Julien
Way too unacceptable after all those octane versions and these type of DEAD BASIC issues still exist. Doesnt matter what the scene is, if its 40m hair or 100m unique objects this is 48 threads we are talking about. Scene should evaluate in 2-3 minutes tops.
coilbook
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Can it be paralllel samples loading if you set them to the max 16
coilbook
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please read this post viewtopic.php?f=24&t=57474&p=296204#p296204

Hopefully you can get this added to 3ds max so stuff like fly through cameras, etc wont have to reload the whole scene every frame making rendering very very slow

" Strange for me is fine...

If I do it similar scene as you have and I set the static tree as scatter they load one time on the first frame only if I have set as reshapable they load for each frame. and my car is set at movable proxy they are load only on the first frame and they Octane load only the transforms.

If I have animated instance so animated tree and I add reshapable they are load for each frame.

and my render setting are set as "animation mode" "Movable proxies" to recognize the settings. I use the Maya plug.

Of course doesn't work with our farm with deadline cause deadline load the always the scenes but this is not Octane problem.


This feature you describe is only implemented in Maya and Blender plugins. It is just not implemented in 3ds Max plugin. So, there is no way in current versions of 3ds Max plugin to fine-tune which meshes and how exactly they are reloaded/not-reloaded between frames during batch animation rendering. This is the root of coilbook's problem...
Here is this feature explained for Maya plugin: https://docs.otoy.com/manuals/products/ ... try-types/
Here is for Blender: https://docs.otoy.com/manuals/products/ ... try-types/"
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