I am getting very long update times relative to the live viewer, and it is reloading every frame, when there are only static geometry with moving camera and lights.
The scene scale is very large so I would expect the first frame to take some time, but after that it should be very quick. Currently its about 5% render time and 95% prep time per frame
I'm sure there are a few boxes I can tick to speed this up?
Thanks
Log for a typical frame, note the 'updateTM':
FRAME:1453 fps:25
createTM=0.043sec. 42.554
MB:0/0 ST/MOV:0/1 Nodes:24 Tris:13.85m DispTris:0 Hairs:78k Meshes:4
Textures Grey8/16:0/0 Rgb32/64:0/0
VRAM used/free/max:3.612Gb/4.65Gb/11Gb Out-of-core used:0Kb RAM used:25.802Gb total:47.901Gb OpenGL free/total:0/0
mblurTM=1.379sec. createTM=0.043sec. updateTM=18.478sec. renderTM:1.129sec. totalTM:19.672sec.
Tonemapping the all passes tm:60.134
stored passes in:21.241 cores=12
Displaying passes in tm=11.854
Passes saved in:0.123sec.
Unexpected long updateTM during Picture Viewer render
Moderators: ChrisHekman, aoktar
Please give times, for LV! See info: You have "Tris:13.85 millions" triangles, update time=18.4 seconds. Be aware of differences for geometry: LV is like an editor display, PV is for render data.
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
Hi Aoktar,
Liver viewer console:
Multi-threaded material conversion, thread count=22
FILE is not found:Z:\5073_Aston_Martin\02_CREATIVE\04_SHOT\05_Road\08_REF\Screenshot 2021-01-29 at 10.20.34.png
Export materials time= 402.108 ms
Collect objects time= 14.54 ms
Mesh creation time = 749.029 ms.
Api update time: 0.163 ms.
VRAM used/free/max:2.575Gb/5.705Gb/11Gb Out-of-core used:0Kb RAM used:16.52Gb total:47.901Gb OpenGL free/total:0/0
The 2 objects in the scene are a spline with an octane hair render and a sweep nurb with a complicated profile. Neither animate or have any keyframes or dynamics. A camera runs along a similar path. So when I move the timeline in LV, the scene doesn't have to reload anything. And the update is instant. But in the PV it has to load the scene on every frame. Even with no need that I can see?
Liver viewer console:
Multi-threaded material conversion, thread count=22
FILE is not found:Z:\5073_Aston_Martin\02_CREATIVE\04_SHOT\05_Road\08_REF\Screenshot 2021-01-29 at 10.20.34.png
Export materials time= 402.108 ms
Collect objects time= 14.54 ms
Mesh creation time = 749.029 ms.
Api update time: 0.163 ms.
VRAM used/free/max:2.575Gb/5.705Gb/11Gb Out-of-core used:0Kb RAM used:16.52Gb total:47.901Gb OpenGL free/total:0/0
The 2 objects in the scene are a spline with an octane hair render and a sweep nurb with a complicated profile. Neither animate or have any keyframes or dynamics. A camera runs along a similar path. So when I move the timeline in LV, the scene doesn't have to reload anything. And the update is instant. But in the PV it has to load the scene on every frame. Even with no need that I can see?
This changes everything. It's not a thing for the plugin, you need to rebuild a cache for hairs. Then it will be closer to instant.
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
you cannot make cache for splines, please share a scene if you need more helppacey84_1 wrote:Thanks, how do I do this hair cache? Its not a hair object but a spline? The octane object tag is applied to this.
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