Hi Everyone,
Been having an issue as of late whenever I am updating the viewport on an animated sequence octane takes a very long time "Updated Nodes" before refreshing. This also extends into any actual animated renders as it seems before rendering each frame octane needs to collect the same nodes over and over. Scenes with rayfire where I am often having million+ poly count take absolutely forever as a result. Comparing this to fstorm or redshift I am seeing the viewport update in half the time or less compared to octane.
Never seemed to have encountered this issue in previous versions but the last couple of updates I have noticed collecting nodes is really slowing down the process dramatically. Something I am missing or has this always been around? Thanks for any help.
Collecting Nodes Painfully Slow
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- paride4331
- Posts: 3821
- Joined: Fri Sep 18, 2015 7:19 am
Hi djropi,
I'm trying to time the latest release to see if there is any issue in the scene evaluation phase.
I'll get news about this.
Thanks
Paride
I'm trying to time the latest release to see if there is any issue in the scene evaluation phase.
I'll get news about this.
Thanks
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
- paride4331
- Posts: 3821
- Joined: Fri Sep 18, 2015 7:19 am
Hi djropi,
I did the tests about scene evaluation phase, here they are:
4:21> 1m.21 sec
4:26> 1m.07sec
4:29> 0m.57 sec
4:30> 0m.57sec
I think you should turn on "movable proxy" in all rayfire scene before render.
Let me know if you have solved your issue
Regards
Paride
I did the tests about scene evaluation phase, here they are:
4:21> 1m.21 sec
4:26> 1m.07sec
4:29> 0m.57 sec
4:30> 0m.57sec
I think you should turn on "movable proxy" in all rayfire scene before render.
Let me know if you have solved your issue
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
- paride4331
- Posts: 3821
- Joined: Fri Sep 18, 2015 7:19 am
Hi djropi,
there is not "all movable proxy" default,
but the right choice between movable proxy or not, depends on whether you are making a still render or an animation, in the case of animation what moves and what is not on the scene.
In an extreme case:
If you have only a camera animation, putting all non-movable proxies, the first frame will take longer, but the subsequent frames will be faster to load.
If you have a still render, then all movable proxy can shorten a single frame time.
The rule would be to use movable proxy only for moving objects in the scene.
Regards
Paride
there is not "all movable proxy" default,
but the right choice between movable proxy or not, depends on whether you are making a still render or an animation, in the case of animation what moves and what is not on the scene.
In an extreme case:
If you have only a camera animation, putting all non-movable proxies, the first frame will take longer, but the subsequent frames will be faster to load.
If you have a still render, then all movable proxy can shorten a single frame time.
The rule would be to use movable proxy only for moving objects in the scene.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid