Mograph Shader Effector Causing LONG Collect Times

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

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BLKRCAT
Licensed Customer
Posts: 20
Joined: Mon Feb 27, 2017 9:52 pm

Did some searching but couldn't find a concise answer.

I'm rendering a scene that has a mograph shader effector on it, a couple actually. One to offset some clones, the other to control the alpha/scale-1 of the clones.

This is part of a huge array of cells in a video wall, a mosaic of a person coming out displaced out of the wall. I've rendered the wall no problem and it has way more geo than this. The wall wasn't using the shader effectors since it was just a huge array.

For some reason my collect and preparing times have gone through the roof as soon as I incorporated this new mosaic element driven by these shader effectors.

I tried mograph cache but that didn't help. I feel like it has something to do with the c4d shaders in the scene but I need them to properly map the footage on my array. Is there any insight into this? I've got 20 sec of no geo off the head of my scene and so far it's taken me 9 min to render 16 blank frames. Could there be a setting for a redundant calculation that I have checked on?
BLKRCAT
Licensed Customer
Posts: 20
Joined: Mon Feb 27, 2017 9:52 pm

So I did more digging into the file. Turns out that the shader had nothing to do with the render time.

I ended up doubling the density of the cells on the mosaic element, which for some reason turned my collect times from 1-2sec to 20+sec.

I ended up working around by just creating a plane with the same subdivision to match the cloner, disconnected it while not preserving groups and set my effectors to effect polygons.

Renders VERY fast now. But really makes no sense to me because even with instances turned on I couldn't get the cloner to behave any faster. This geo is simpler I suppose.
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aoktar
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Plase send me the example scene to show this issue. Or send it to support team.
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