Scattered geo on XP not rendering in picture viewer

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

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Alacrious
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For speed, I am scattering spheres on the sprites set to point cloud from a very simple XP rig. Can see it, and set it up in the live viewer just great. Rendering in picture viewer/render queue, no scattered spheres show up.

Put an object tag with 'force update in picture viewer' from just the system to literally everything testing it each step (scatter object, emitter, cache, sprite generator, the XP system, even the sphere I used for the scatter, literally everything), no change, set it to resend entire scene each frame (labeled deprecated), no spheres from scatter, nothing. This includes a tag on xpEmitter with particle rendering on. Which results in a single, solitary sphere in the center of the frame.

Rendering frame by frame in live viewer, resending entire scene each time, its fine. Ideas?

XP2.5 in R13 I did not have this issue for some reason, recently updated to 3.5. R18 with 3.04.5-R2 and most recent XP3.5 build. Super simple file is attached where I see the issue.
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TestXP.zip
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6900k / 2x 1080 + 980ti / R18 / 3.04.5-R2
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aoktar
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Interesting setup! What do you want to get there? Rendering XP particles as spheres?
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Alacrious
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Posts: 10
Joined: Fri Nov 21, 2014 10:28 pm

The real scene has in excess of 4M scattered spheres (does not necessarily have to be spheres), which is the need to instance the geo as fast as possible, and possibly have effectors as final control to have it fall off very quickly in areas to be determined, or fall into a mograph effector with voronoi noise driving scale, etc etc independent of the XP sim. This could include pose morphed or displacer effected geometry I am attempting to scatter onto the point cloud.

Collect/send time is relatively high when I set the generator to render geo, and I lose an extra layer of control when I am trying to drive some fancy shader effector stuffs (including pre-rendered cymatic waves I am trying to offset from the original sim locations), I am trying to negate that. For the time being I am rendering standard, but would love to get my GPUs working again. Ideas?
6900k / 2x 1080 + 980ti / R18 / 3.04.5-R2
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aoktar
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Fastest method is putting an object tag to xpEmitter and switch to particle mode. And put any objects to list under this section. No need to forcing scatter object. It's surprising that would work with this way.
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Alacrious
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Posts: 10
Joined: Fri Nov 21, 2014 10:28 pm

I was doing a lot of scattering work and tried to use a lot of the effectors and shaders I had built for other things on the XP sim as well to unify these motion tests. Assume the internal check for updated geo doesnt take into account scatter in a way that would let it update via my setup. Above method renders just fine for now. You can see though how this would be very powerful to have an extra layer of effector control on top of a cached sim!

Gonna have to see how I can pipe this stuff in some other way ;)
6900k / 2x 1080 + 980ti / R18 / 3.04.5-R2
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