regular "fail"-frames in particles-animation

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

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bepeg4d
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Hi mesut,
in the first .orbx you have shared, the issue seems related with motion-blur:
Screen Shot 2018-05-03 at 15.43.40.png
reducing at 0 the shutter time resolves the issue:
Screen Shot 2018-05-03 at 15.44.06.png
while in the second .orbx scene, you can change the default size of the particles in the preferences of the .abc node from the node editor:
Screen Shot 2018-05-03 at 15.56.19.png
You need to enable/disable for example the Create Camera inputs option to trigger the changing in the size of the particles.
Probably the correct size is not correctly read in Standalone from the RealFlow abc file.
Hope it help,
ciao Beppe
mesut
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oh well, motion blur it is. thx a lot.
i wonder: though i had the motion blur checked in the camera tag, the object tag on the particles had motionblur disabled.
even motion blur in the rendersettings says "disabled". still there is motion blur in standalone...

and additionally:
since it does not seem to cause any trouble when i render to picture viewer, i beleive this bug to be standalone-bug, right?

bepeg4d wrote:Hi mesut,
in the first .orbx you have shared, the issue seems related with motion-blur:

reducing at 0 the shutter time resolves the issue:

while in the second .orbx scene, you can change the default size of the particles in the preferences of the .abc node from the node editor:

You need to enable/disable for example the Create Camera inputs option to trigger the changing in the size of the particles.
Probably the correct size is not correctly read in Standalone from the RealFlow abc file.
Hope it help,
ciao Beppe
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bepeg4d
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Hi,
unfortunately in Standalone the motion blur is handled differently from plugin. There is not an option to turn the mblur on and off, and it depends roughly from the animation settings in the render target, and the information stored in the mesh file.
So the only way to turn it off, is to set the Shutter time at 0.
ciao Beppe
mesut
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mesut wrote:... sooo... if there's a bug... where is it? in c4d, in octane-c4d-plugin, in standalone... or in the abc file-format?
let me pick up the ball at this point again.
i would really like to solve this problem somehow and i still am not sure, what's the right answer to the above question.

it's not only the fact, that every 20 frames one receives this failed-mblur-frame.
when dialed up the count of particles in the scene, this particular fail-frames also produce a huge amount of rendertime. what is about 30secs for the normal render, these failframes take up to an hour to render their faulty result.
which of course renders batchrendering an animation job out of standalone rendertimes-wise ridiculously unpracticle.
and sometimes, on one of those frames, one of two cards crashes. system reboot needed afterwards.

workaround methods:
1. don't use motionblur:
- yeah, sure.
2. export abc-files out of realflow, stich them and import them into the exported orbx-scene, into standalone:
- not helpful, because all the modifications that need to be done with the particle simulation within in c4d are not being taken into account, which renders this method useless.
3. find out which regularity (in this case every 20 frames) is present and render accordingly, while rendering the "failframes" singularily - not as an animation range of frames - out of c4d.:
- that would lead me to splitting 1 c4d-orbx-export of an originally 100frames-animation into 5: frames 0-19, 21-39, 41-59, 61-79, 81-99. one can see the amount of handwork and supervision that'd be involved in this. even if all the "parts"-orbx exports were to be imported as rendertargets into one gigantic uber-orbx-scene, batch rendering doesn't allow (afaik) seperate frameranges to be rendered for the seperate rendertargets that are checked in the batchrender dialouge.

so, the workarounds i see are either unusable or extremely unpracticle.
is there any other trick to make the best out of this situation?

and again:
what is the core of the problem here? is it c4d, c4d-octane-plugin, standalone, the exported abc-range? and further: is this a known issue, is it acknowledged and something that is being worked on? has it any kind of priority or is it something along the way?

while i am indeed thankful, that i had received a response at all, i'd very much appreciate it, if there could be some kind of closure. may it be an answer like: "known issue, sucks since years, will take a while to fix/not sure if fixable at all" or "wow, that's new, never seen that, we'll see what we can do", or a "hey kiddo, can't reproduce, seems you suck at doing what you do, here everything's working just great, we use it every day (TM)". anything allong those lines please, so i can decide in which direction i'd need to move, 'cause i need to keep on moving.

right now, it's a bit like being left hanging.

thx.
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aoktar
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mesut wrote: and again:
what is the core of the problem here? is it c4d, c4d-octane-plugin, standalone, the exported abc-range? and further: is this a known issue, is it acknowledged and something that is being worked on? has it any kind of priority or is it something along the way?
You should send a C4D scene, we cannot know without testing your source. Developers are not having much time to follow all posts and all methods.
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mesut
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thx for your response.
will do.
aoktar wrote:
mesut wrote: and again:
what is the core of the problem here? is it c4d, c4d-octane-plugin, standalone, the exported abc-range? and further: is this a known issue, is it acknowledged and something that is being worked on? has it any kind of priority or is it something along the way?
/quote]

You should send a C4D scene, we cannot know without testing your source. Developers are not having much time to follow all posts and all methods.
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mesut
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here you go, the zip contains the c4d-file and the folder with the simdata. it's a lowres-sim, still many files (haven't cut down the length, sorry), so zip's about 100mb:

http://www.mesutcapkin.com/temp/blur_forumtest.zip

edit:
please tick the "enable" on the motionblur tab of the camera tag that's on the camera.
forgoten to switch it on again, while stripping down the scene.
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aoktar
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mesut wrote:here you go, the zip contains the c4d-file and the folder with the simdata. it's a lowres-sim, still many files (haven't cut down the length, sorry), so zip's about 100mb:

http://www.mesutcapkin.com/temp/blur_forumtest.zip

edit:
please tick the "enable" on the motionblur tab of the camera tag that's on the camera.
forgoten to switch it on again, while stripping down the scene.
I don't see any problems when i render to Picture Viewer.
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mesut
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aoktar wrote:
mesut wrote:here you go, the zip contains the c4d-file and the folder with the simdata. it's a lowres-sim, still many files (haven't cut down the length, sorry), so zip's about 100mb:

http://www.mesutcapkin.com/temp/blur_forumtest.zip

edit:
please tick the "enable" on the motionblur tab of the camera tag that's on the camera.
forgoten to switch it on again, while stripping down the scene.
I don't see any problems when i render to Picture Viewer.
yes, as mentioned, rendering to pv does not show this behaviour. export to standalone does.
rendering to pv is not an option unfortunately.
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aoktar
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Export Engine is having different handling of nodes. Try with this option. It will try to find and match the particle motion by their ID's.
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