Rikk The Gaijin wrote:I'm trying to render a scene saved with 3.06.4 - 11.10
Every time I click on IPR I get this "Translating transform object" message at the bottom and it takes over 30 minutes before starting render... EVERY SINGLE TIME.

Hi Rikk, I have the same issue with all my production scenes (30 mn being a minimum), this is because of this :
Known issues:
- Autodesk developers are working on a new context-driven API for plugins. It started with Maya 2018, and in theory it must dramatically improve the scene translation performance for Octane when this API gets completed and polished. But in current state it is just partially implemented, and even those parts implemented are buggy and do not work correctly (even lead to Maya crashes sometimes when the plugin tries to use this new API).
So, Octane plugin now uses this new API whenever it is possible, but only in aspects where it works correctly. It already allowed to eliminate scrolling the timeline back and forth during scene translation for some particular objects that did not support context-driven data output earlier. But some Maya objects (like nHair for example) still don't support any kind of context-driven data output - neither old approach nor the new Autodesk API. And some objects which now (with Maya 2018) show some signs of starting to be supported by the new API (like e.g. instancer) - still don't work correctly with the new API and even crash in some cases.
Thus for now: for the scenes having such objects in them, expect the timeline is still scrolled back and forth during translation of the scene (this happens only when "Frames to pre-cache" is set to some noticeably-high value and only during the first translation or when such objects got changed during rendering session). This does not affect the rendering quality, it is mostly the matter of visual attraction of how Maya API supplies the plugin by objects' data from different time-contexts...
I know JimStar is trying to improve the situation but this might take a while. In the meantime you can try to set "frames to precache" to 0, this disables the "cache animated objetcs" feature but may solves the pre-compute time issue.