Each frame renders longer than previous. All frames similar.

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

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Aleksei
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Hello.
I stumbled upon a problem:
The scene containes X-Particle system. I'm rendering a sequence of frames. All frames visually are almost equal. But during render every new frame renders approx. 10–15 sec longer than the previous. You can see it here:

Image

When I start rendering (from any frame in the seuence) the render time takes around 1 min per 1st frame. And then increases. I must note that the visualization process (I mean, render of increasing samples) always remain the same — around 20 sec per frame. But what's increasing in renderer is this:

Image

The "Start Rendering" process becomes longer from frame to frame.
My X-Particles simulations are cached. Also I have 2 Octane object tags on each emitter to be able to render different geometry for each of the emitters:

Image

What may cause this problem or what I'm doing wrong?
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aoktar
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Motion blur calculation would take longer when cached particle counts increased. Becase it will search ids of particles in array.
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Aleksei
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But I have approximately constant number of particles in the sequence that I'm rendering. Around 930 000 particles per frame.
As I said all the frames are the same prom the point of view of scene complexity. I have xpKill modifier wich kills old particles at some point. And I start rendering not from frame 0, but from the frame when the amount of particles stops growing.
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aoktar
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Aleksei wrote:But I have approximately constant number of particles in the sequence that I'm rendering. Around 930 000 particles per frame.
As I said all the frames are the same prom the point of view of scene complexity. I have xpKill modifier wich kills old particles at some point. And I start rendering not from frame 0, but from the frame when the amount of particles stops growing.
It's the problem. Because every new particle will get new id. And added to searxh list as new bulk.
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Aleksei
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hm... now I see. Hope this will be optimized some day.
Big thanks for the answer anyway. Will try to find a workaround.
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aoktar
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Aleksei wrote:hm... now I see. Hope this will be optimized some day.
Big thanks for the answer anyway. Will try to find a workaround.
It's optimised actually as much as possible. Try to decrease cache frame amounts in mblur from octane objecttag.
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Aleksei
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Can you show it in screenshot, please. I cannot find this parameter in the tag.

Image
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aoktar
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Aleksei wrote:Can you show it in screenshot, please. I cannot find this parameter in the tag.

Image
cameratag->motionblur.
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Aleksei
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Sorry for late reply. No, decreasing the frame amount in motion blur didn't help.
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nemcekmiki
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Hi, Is there any solution for this issue? Decreasing M.blur caches doesn't do anything. I am forced to stop render after each couple of frames and resend again, that's actually much faster than leaving it increasing render time each frame.

Thanks
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