Here is your scene, same max samples with PathTracing, I got it to 45 seconds per frame.
Note you have twice the computational power I got. I dont know how you managed to get it to 3 mins.
For Depth Maps, you are better off using Octane's Deep Channel Kernel rather than the native multi-pass system.
There are some general issues with the way the scene is set up. Nothing wrong with Octane, it works as expected.
Hope this helps.
Dobs
live viewer and picture viewer rendering different times
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- inlifethrill
- Posts: 109
- Joined: Sat Nov 09, 2013 9:15 pm
- Location: Varna, Bulgaria
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- pills_test.zip
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Gentleman thank you very much for replying I know everyone is busier with more important topics, but thank you.
I did somewhere post on my second comment the following
"Ok I realized that I am rendering at 1920 x 1080 32 bit linear workflow with a depth multi pass, should of added that in the first post
. This obviously affects the render times I presume?"
So I did have a brief idea idea I was testing two things that obviously looked different,
inlifethrill, thanks for the scene
aoktar, your help goes without saying
atome451, your explaination was gold
And wiser1973- your a numbnut!!
thank you fellas
I did somewhere post on my second comment the following
"Ok I realized that I am rendering at 1920 x 1080 32 bit linear workflow with a depth multi pass, should of added that in the first post

So I did have a brief idea idea I was testing two things that obviously looked different,
inlifethrill, thanks for the scene
aoktar, your help goes without saying
atome451, your explaination was gold
And wiser1973- your a numbnut!!
thank you fellas

Broadcast/Motion graphics designer
Windows 7 Professional / Intel Core i7-3970 CPU @ 3.50GHz OC 4.25Ghz / 32gb / Titan + 2x gtx 780Ti / psu 1500w
Windows 7 Professional / Intel Core i7-3970 CPU @ 3.50GHz OC 4.25Ghz / 32gb / Titan + 2x gtx 780Ti / psu 1500w
Hey guys, I know this thread is 4 years old but I came across something interesting with the live viewer.
Right now I'm using v3.08 with C4D r19.
I've found that scene scale directly affects render time in the picture viewer but not in the live viewer. I have a scene that took 10 minutes to render in the picture viewer and only 20 seconds in the live viewer at full resolution (lock enabled). I noticed that my scene scale was very large so I just scaled down the scene to 1% of original size and now it's rendering in the picture viewer in 20 seconds with no other changes to my scene file. I can't share this file because of NDA but I'll try to reproduce it and share if that helps the dev team.
Cheers,
Ryan
Right now I'm using v3.08 with C4D r19.
I've found that scene scale directly affects render time in the picture viewer but not in the live viewer. I have a scene that took 10 minutes to render in the picture viewer and only 20 seconds in the live viewer at full resolution (lock enabled). I noticed that my scene scale was very large so I just scaled down the scene to 1% of original size and now it's rendering in the picture viewer in 20 seconds with no other changes to my scene file. I can't share this file because of NDA but I'll try to reproduce it and share if that helps the dev team.
Cheers,
Ryan
- jgardner1284
- Posts: 7
- Joined: Wed Dec 14, 2016 4:35 pm
Thank you for pointing that out! i would really like to test this also. I've always wondered about the differences in render times between LV and PV, especially when you have the resolution locked.rutv wrote:Hey guys, I know this thread is 4 years old but I came across something interesting with the live viewer.
Right now I'm using v3.08 with C4D r19.
I've found that scene scale directly affects render time in the picture viewer but not in the live viewer. I have a scene that took 10 minutes to render in the picture viewer and only 20 seconds in the live viewer at full resolution (lock enabled). I noticed that my scene scale was very large so I just scaled down the scene to 1% of original size and now it's rendering in the picture viewer in 20 seconds with no other changes to my scene file. I can't share this file because of NDA but I'll try to reproduce it and share if that helps the dev team.
Cheers,
Ryan
Thanks
James G.
I think you're missing the truth of scene preparation and preroll calculations. Preroll calculations will happen when it renders some future frames in a sequence. Also "auto detect" will need to go over whole frames until current one. It's another reason for delays on starting the render. And lack of caching on dynamic objects.
You should carefully watch the messages of rendering process and logs.
You should carefully watch the messages of rendering process and logs.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
- jgardner1284
- Posts: 7
- Joined: Wed Dec 14, 2016 4:35 pm
Thanks for pointing that out. I will pay more attention to those things on my next render.
Cheers
James G.
Cheers
James G.