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alexchopjian
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aoktar wrote:
alexchopjian wrote:
lancemoody wrote:Hello--thanks for all the work on the plugin!

I am reporting this bug but fear that my report is not properly technical. Apologies in advance.

What I am seeing that that sometimes (not always) sending an animation to the picture viewer causes a hang and Octane never advances to actually rendering frames (it sticks on Updating).

This locks up C4D and requires killing the whole task.

In every case (as I remember) this hang only happens if I have been working with the live viewer adjusting the animation and then attempting a render to the picture viewer.

Restarting and reloading the same project and immediately sending it to the picture viewer starts rendering as expected.
The exact same thing happened to me last night as I sent a render before I went to bed. I came back to check my render and it said it was still updating, and had been updating for 10 hours.

I have an extremely simple scene with a character walking in an HDRI environment, so I'm very confident nothing in my scene is set up incorrectly, especially since restarting C4D and rendering right away lets me render the scene. I have been using Octane for about a year now, and have done much more complex work with pretty insane geometries and have never ran into this until 3.06.

I hope this is an issue we can somehow diagnose, considering I use render queue a lot over the weekends at work, and I now don't know for sure whether my scene will actually send or not.

Thanks
-alex
Well! Please send me a scene with full specs and description to reproduce here. So i can take a look for problem. Also open Octane Log window before that and check outputs.

Here's a link to the scene: https://www.dropbox.com/s/jofrp10b2d7g9 ... g.zip?dl=0

My specs are:
Windows 10 Pro
Intel Xeon E5-2680v4 @2.40 GHz
GTX 1080
GTX 1080
64 GB RAM

This is a random issue happening, so if you render the scene on open, it works fine, but I'm not sure what is the cause.

Thanks
-alex
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aoktar
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alexchopjian wrote:
Here's a link to the scene: https://www.dropbox.com/s/jofrp10b2d7g9 ... g.zip?dl=0

My specs are:
Windows 10 Pro
Intel Xeon E5-2680v4 @2.40 GHz
GTX 1080
GTX 1080
64 GB RAM

This is a random issue happening, so if you render the scene on open, it works fine, but I'm not sure what is the cause.

Thanks
-alex
Thanks for scene! It's not a complex scene but maybe somethings about the usage of subdivisions in object tag. It's only thing i see after a quick check. I'll try to reproduce the issue.
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momade
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Hello aoktar.

Long time no "see".
Woking with V 3.06 I observe, that upon start of every frame rendering of an animation in the Picture Viewer, that when CPU usage goes up to 100% to prepare, the whole system feedback is very laggy. This did not use to be like this in older versions. Can other users cpoy this, or is this becaue of my system?

Br.
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momade
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OK. I found out.

It only happens, when Splines are rendered as hair via object tag... Cant do it this way. makes computer unusable while rendering previews of 10-20 seconds per frame.
TonyBoy
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Thanks for the tip.
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aoktar
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momade wrote:OK. I found out.

It only happens, when Splines are rendered as hair via object tag... Cant do it this way. makes computer unusable while rendering previews of 10-20 seconds per frame.
Propably you have a lot of hairs/splines. Who knows!
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momade
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aoktar wrote:
momade wrote:OK. I found out.

It only happens, when Splines are rendered as hair via object tag... Cant do it this way. makes computer unusable while rendering previews of 10-20 seconds per frame.
Propably you have a lot of hairs/splines. Who knows!

yes. I have 90.000 vertices in my xpTrail object. Its a lot, yet preview rendering of a long 930 frame animation is really painful.
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aoktar
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momade wrote:
yes. I have 90.000 vertices in my xpTrail object. Its a lot, yet preview rendering of a long 930 frame animation is really painful.
Have you used caching for xparticles?
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momade
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aoktar wrote:
momade wrote:
yes. I have 90.000 vertices in my xpTrail object. Its a lot, yet preview rendering of a long 930 frame animation is really painful.
Have you used caching for xparticles?
It's not the xparticles as I think, because I can still play the scene with 13fps in the ViewPort.. I guess the hsir generation of octane has highest CPU prokrity, slowing down the rest of Windows upon every nev frame being rdndered.
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aoktar
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momade wrote:
aoktar wrote:
momade wrote:
yes. I have 90.000 vertices in my xpTrail object. Its a lot, yet preview rendering of a long 930 frame animation is really painful.
Have you used caching for xparticles?
It's not the xparticles as I think, because I can still play the scene with 13fps in the ViewPort.. I guess the hsir generation of octane has highest CPU prokrity, slowing down the rest of Windows upon every nev frame being rdndered.
Disable hair render in vpost effects. Or send me your scene if you still need some help.
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