very long preparation time

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

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Kretschi
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Joined: Thu May 26, 2016 4:59 pm

Hi

I have a pretty heavy scene, but until yesterday it rendered very fast - ca 11 sec per frame (720p)
But suddenly this changed significant; I just made some minor adjustments to the scene and now one frame needs 50 seconds!
Suddenly the preparation time per frame are very high (20-30 seconds)..

So I tried older versions of the scene (before the adjustment), but the render time still is 50 sec.
I also tried older versions of Octane (3.05.3, 3.06, 3.06.1) without any change...

Any idea or suggestions?


Thanks, Andreas.
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aoktar
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You should check console window for octane render log. Do it for PV and LV.
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Kretschi
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Joined: Thu May 26, 2016 4:59 pm

aoktar wrote:You should check console window for octane render log. Do it for PV and LV.
This is what the Log says:

FRAME 1940 fps:25
MB:0/0 ST/MOV:0/2313 Nodes:7756 Tris:12.049m DispTris:17k Hairs:0 Meshes:111k
VRAM used/free/max:3.725Gb/1.031Gb/6Gb Out-of-core used:0Kb total used RAM:26.886Gb
MotBlurTM=0.001 sec. createTM=1.031 sec. matTM=0 sec. updateTM=28.372 sec.
Device:0 TotMem:6Gb rtData:508Mb film:15Mb geo:2.568Gb node:251Kb tex:662Mb unavailable:1.244Gb
renderTM:21.969ms. totalTM:51.373ms.
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aoktar
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UpdateTime=28 second is on Octane side as you can see. That's nothing about plugin. But you can try to find why you have increased polygon counts after some tweaks.
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deecaadf
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I don't know if this applies but it definitely applied to me:

My scene is as basic as can be BUT I have a fracture object and dynamics enabled (again, very simple).

What I did notice and what will indefinitely keep you in an "update loop" is if you try to start a render in the middle of a simulation (ex. rendering frames 500-1000 instead of starting the render at the first frame)

I use R19 and the newest octane plugin and without fault, every time I have to stop a render and restart in the middle of a simulation scene, octane will hang in processing indefinitely.

Starting from the beginning will always allow the render to continue at normal.

Reading all these posts relating to this problem and no one has mentioned this. Hopefully someone sees this and it helps them.
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aoktar
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Joined: Tue Mar 23, 2010 8:28 pm
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deecaadf wrote:I don't know if this applies but it definitely applied to me:

My scene is as basic as can be BUT I have a fracture object and dynamics enabled (again, very simple).

What I did notice and what will indefinitely keep you in an "update loop" is if you try to start a render in the middle of a simulation (ex. rendering frames 500-1000 instead of starting the render at the first frame)

I use R19 and the newest octane plugin and without fault, every time I have to stop a render and restart in the middle of a simulation scene, octane will hang in processing indefinitely.

Starting from the beginning will always allow the render to continue at normal.

Reading all these posts relating to this problem and no one has mentioned this. Hopefully someone sees this and it helps them.
When you start a render on middle of simulation without cached it will need to re-calculate simulation until the frame. Another issue is that it will go forward if you're using "auto detect". Try with cached scene and "all movable".
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