Hi All,
I'm pretty new to Octane v3.05 and C4D r18 so I may be missing something perfectly obvious. Hopefully not...
Anyway, we are using x particles to generate a flock of birds (or multiple flocks, depending on the shot). I'm using an xp generator to instance a low(ish) poly bird flapping about.
All fine in the view port but hit a few problems when rendering in Octane.
Once I assign an Octane Object tag to enable transform motion blur, and also in Octane settings enabled full motion blur I start to see strange results on the second flock of birds.
The first flock seems to have sensible motion blur, but the second flock is just crazy. Huge straight motion streaks across the screen to the point where they become almost invisible. At this point both generators are set to "create render instance."
So starting again, I've got one flock, set to "generate render instance" with a motion tag on the generator and full motion blur switched on in the settings. In Live Viewer the motion blur is now sensible. Brilliant. When I render this out using Picture Viewer for the full sequence I get the huge, crazy motion blur streaks again.
So to work around this I'm exporting an orbx into Octane Standalone v3.05 and batch rendering. Motion blur is sensible and looks great.
Anyone else experienced this? Am I just being a dafty? Any help greatly appreciated. I'd like to be able to skip the .orbx step, ideally!
Gaz
motion blur discrepency
Moderators: ChrisHekman, aoktar
What would be great that rather than posting something like that. Putting a sample scene and let us to investigate. That's all!
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Wow. Thanks for the warm welcome to the forums.aoktar wrote:What would be great that rather than posting something like that. Putting a sample scene and let us to investigate. That's all!
I just wondered if this is something that had been noticed before to save me rebuilding a scene to replicate the issue without client sensitive work in there. Anyway, that's what I have now done.
here you can see the discrepancy; for some reason its the reverse of what I had experienced before but there's clearly something not being communicated correctly to picture viewer for rendering. This is the same frame - frame 34.
This is the setup : Here is the same frame in Standalone after exporting an "animated package" Test scene is here:
https://www.wetransfer.com/downloads/55 ... 507/99bf0b
Thanks
Gaz
i-7 3.1GHz, win 7 64-bit, 64GB RAM, 2 x GTX1080 AMP ed
Octane v3.05
C4D R18
Octane v3.05
C4D R18
Thanks for help! I'm on tight time always. That's the why i wish sample scenes. This lets me to discover the problems much faster. I'll check and give you info.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Using symetry with render instances that's causing wrong calculations in motion engine sometimes. I've converted first symetry to a mesh and worked well.
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Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Thanks. I removed the symmetry node but still had the issue with multiple flocks. However I then removed the octane object tag and it seemed to resolve itself. Its now working as expected with particle systems working in tandem.aoktar wrote:Using symetry with render instances that's causing wrong calculations in motion engine sometimes. I've converted first symetry to a mesh and worked well.
Thanks!
Gaz
i-7 3.1GHz, win 7 64-bit, 64GB RAM, 2 x GTX1080 AMP ed
Octane v3.05
C4D R18
Octane v3.05
C4D R18