Hi,
i'd like to enquire if there's some other way of replacing an object at render time, besides the abc workflow? the abc workflow is very cumbersome. couldn't this functionality be integrated into the object tag?
you can already do it with particles, but then you cant assign any more tags to the particles itself.
it just seems like the feature is "half done", when it could be much better + much more useful.
any input on this?
Replace Object at Render Time
Moderators: ChrisHekman, aoktar
Confusing! What's up with playing with visibility options of C4D?
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
- Felix12345
- Posts: 8
- Joined: Thu Sep 27, 2018 3:09 pm
the abc workflow is the alembic workflow, specifically the part of replacing an object with a high poly one at render time. it takes fucking ages, even if the poly count of the object is only like 10k polys.
and if you place an octane object tag on an emitter, it uses the scatter mode to replace particles on render time. this VERY performant replacement should be integrated into the object tag not only for emitters, but for ALL objects, making it possible to sim with low poly objects, and then replace those ONLY in octane, just like it works with the emitter.
just replacing the item in c4d is nonperformant to say the least.
and if you place an octane object tag on an emitter, it uses the scatter mode to replace particles on render time. this VERY performant replacement should be integrated into the object tag not only for emitters, but for ALL objects, making it possible to sim with low poly objects, and then replace those ONLY in octane, just like it works with the emitter.
just replacing the item in c4d is nonperformant to say the least.
- Felix12345
- Posts: 8
- Joined: Thu Sep 27, 2018 3:09 pm
oh and just making the proxy visible in vieport and the high poly in render takes longer than like 10k instances of high poly with octane scatter, so there seems to be a disparity between using those 2. :/
I haven't tried this for what you are attempting, but maybe C4D's own LOD tool using the "User LOD Level" option for swapping geometry with a "render" aware python switch would do the trick. I'm not sure how the memory space is handled for this, and if it would be faster/more efficient.
This video goes into the required python. It's not too intimidating.
https://vimeo.com/96900498
This video goes into the required python. It's not too intimidating.
https://vimeo.com/96900498
Animation Technical Director - Washington DC
- Felix12345
- Posts: 8
- Joined: Thu Sep 27, 2018 3:09 pm
i've seen it.
it just bothers me that there might be a way more efficient way (the one i described with the octane object tag / render as particle), and being able to use proxies that are ridonculously efficient would be insanely helpful.
it just bothers me that there might be a way more efficient way (the one i described with the octane object tag / render as particle), and being able to use proxies that are ridonculously efficient would be insanely helpful.
Put a group to object tag assignment. Use one object for viewport and another for renderer under group.Felix12345 wrote:i've seen it.
it just bothers me that there might be a way more efficient way (the one i described with the octane object tag / render as particle), and being able to use proxies that are ridonculously efficient would be insanely helpful.
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
- Felix12345
- Posts: 8
- Joined: Thu Sep 27, 2018 3:09 pm
not sure if i understood you correctly:
lets say i have a cloner, and you adivise me to clone a group. in this group there's one object visible for the viewport, and one visible for the renderer.
if yes: i did that. it is way less performant than octane scatter/render as particle.
or did i misunderstand you aoktar?
lets say i have a cloner, and you adivise me to clone a group. in this group there's one object visible for the viewport, and one visible for the renderer.
if yes: i did that. it is way less performant than octane scatter/render as particle.
or did i misunderstand you aoktar?