OctaneRender_for_Maya_4.0RC7_-_13.15 [ OBSOLETE ]

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calus
Licensed Customer
Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

coilbook wrote:HI Maya users,
do you also have problem with a lot of instances and slow evaluation times like we have in 3ds max?
Hi Coilbook,
- with 100k instances, evaluation time is fast (few seconds) for interactive or batch render.
- With 1 million instances, evaluation time takes less than a minute for the first frame as expected, but takes more than 1 hour for the second frame !!!!!!! :shock:

So yes it seems we have the same issue. :cry:
Pascal ANDRE
BK
OctaneRender Team
Posts: 1454
Joined: Mon Oct 31, 2016 7:54 pm

calus wrote:
coilbook wrote:HI Maya users,
do you also have problem with a lot of instances and slow evaluation times like we have in 3ds max?
Hi Coilbook,
- with 100k instances, evaluation time is fast (few seconds) for interactive or batch render.
- With 1 million instances, evaluation time takes less than a minute for the first frame as expected, but takes more than 1 hour for the second frame !!!!!!! :shock:

So yes it seems we have the same issue. :cry:
Hi Calus,

Thanks!! Could you share a sample scene? which Instance you were using?

cheers
Kind Regards

bk3d
calus
Licensed Customer
Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

BK wrote:Could you share a sample scene?
Hi Bikram.

Here is a sample scene with the bug, this is a static particle instancer with 750k instances.
When batch rendering, the first frame have expected evaluation time (about 30s) but following frames have insane evaluation time.
the bug happen whatever value have the "frames to precache" setting.
instancer750k_BatchBug.7z
(11.13 MiB) Downloaded 210 times
For comparaison, the same scene with only 500k instances don't have this bug with batch render:
- when frames to precache = 0 : same expected evaluation time for each frame of the sequence.
- when frames to precache = 10 : slightly longer evaluation time for the first frame then only a couple of seconds for the other frames, as expected.
instancer500k_Batch_noBug.7z
(7.48 MiB) Downloaded 204 times

sampleInstancerRef.jpg
_
Pascal ANDRE
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

calus wrote:
coilbook wrote:HI Maya users,
do you also have problem with a lot of instances and slow evaluation times like we have in 3ds max?
Hi Coilbook,
- with 100k instances, evaluation time is fast (few seconds) for interactive or batch render.
- With 1 million instances, evaluation time takes less than a minute for the first frame as expected, but takes more than 1 hour for the second frame !!!!!!! :shock:

So yes it seems we have the same issue. :cry:

Thank you
BK
OctaneRender Team
Posts: 1454
Joined: Mon Oct 31, 2016 7:54 pm

calus wrote:
BK wrote:Could you share a sample scene?
Hi Bikram.

Here is a sample scene with the bug, this is a static particle instancer with 750k instances.
When batch rendering, the first frame have expected evaluation time (about 30s) but following frames have insane evaluation time.
the bug happen whatever value have the "frames to precache" setting.
instancer750k_BatchBug.7z
For comparaison, the same scene with only 500k instances don't have this bug with batch render:
- when frames to precache = 0 : same expected evaluation time for each frame of the sequence.
- when frames to precache = 10 : slightly longer evaluation time for the first frame then only a couple of seconds for the other frames, as expected.
instancer500k_Batch_noBug.7z

sampleInstancerRef.jpg
_
Hi Calus,

Thank you so much for the scenes!!
It seems to be working on my side when the Animator data of the Cube, nparticles and instancer are set to Force load even though my precache is 0.
Still, need to do further test. Will keep you up to date.

Cheers
Kind Regards

bk3d
BK
OctaneRender Team
Posts: 1454
Joined: Mon Oct 31, 2016 7:54 pm

coilbook wrote:
calus wrote:
coilbook wrote:HI Maya users,
do you also have problem with a lot of instances and slow evaluation times like we have in 3ds max?
Hi Coilbook,
- with 100k instances, evaluation time is fast (few seconds) for interactive or batch render.
- With 1 million instances, evaluation time takes less than a minute for the first frame as expected, but takes more than 1 hour for the second frame !!!!!!! :shock:

So yes it seems we have the same issue. :cry:

Thank you
Hello Coilbook,

Could you share us a Max's sample scene or PM if there is a copyright issue?

Thanks again!!
Kind Regards

bk3d
calus
Licensed Customer
Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

BK wrote: It seems to be working on my side when the Animator data of the Cube, nparticles and instancer are set to Force load even though my precache is 0.
This doesn't change anything on my side, still have the bug = very long evaluation time (hours) except for first batch render frame.
You may have change something else, can you share back the "working" modified scene ?
Pascal ANDRE
leehenshall
Licensed Customer
Posts: 184
Joined: Sun Oct 25, 2015 5:44 pm
Location: England
Contact:

This might be a stupid question...but I'm getting some really bad general Maya interactivity performance when rendering in IPR. It seems like Octane is rendering on my display GPU even though I've disabled my display GPU in the cuda device rollout. When I stop rendering everything returns to normal. Could there be some confusion as to which GPU is my display GPU?
compute device.JPG
I've noticed my PRIMARY GPU and my DISPLAY GPU seem to be different? could this have anything to do with my poor performance?

I've tried to specify my openGL device for Maya via the Nvidia control panel but still can't seem to get decent interactivity within the Maya interface when rendering.

Can anyone help with this?
Vyoor
Licensed Customer
Posts: 67
Joined: Fri Jul 12, 2013 8:18 pm

I think there is something wrong with shading nodes connections.

Keyed octane nodes (rgb spectrum texture or float texture which is connected for example to mix material's amount) are still have very bad influence for viewport update performance (when scrolling the timeline). Some kind of workaround is to delete that (or all) octane shading nodes and undo that, but it's not working anytime. The worst thing is that sometimes after this operation shading networks with that animated nodes are not working anymore in batch render (are rendered white). Viewport renders are fine. I will send PM with sample scene.
i7, 4x GTX 780, Maya.
BK
OctaneRender Team
Posts: 1454
Joined: Mon Oct 31, 2016 7:54 pm

calus wrote:
BK wrote: It seems to be working on my side when the Animator data of the Cube, nparticles and instancer are set to Force load even though my precache is 0.
This doesn't change anything on my side, still have the bug = very long evaluation time (hours) except for first batch render frame.
You may have change something else, can you share back the "working" modified scene ?
Hey Calus,

Thanks.. We are able to replicate the issue now with the same setting. I have created a ticket on our bug tracking system.

cheers
Kind Regards

bk3d
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