Hello,
1) make a group object under a null and create an instance for it
2) assign materials to child objects under that null
3) repeat this a couple of times
4) use takes to get solo renders for every instance objects
If you activate "ignore unused materials" option, Octane totally ignore materials under null objects.
But if you use materials for null objects, Octane renders only material for null object.
Octane does not detect materials in the scene, I guess? Is there any way to fix this?
Here is my short story about the issue:
I have 100 takes and 40 materials (8K textures) in my current project. Every take show single instance object and hide other 99. If I render takes, every take rendering process takes so many times to calculate all materials in the project (about 3-4 minutes).
Before, I had to written 2 scripts to disable and enable materials for active takes. That workflow solved rendering process export materials delay problem, but it has another problem; While I'm working on the project whenever I changed the active take, it activates only materials which are used in current take and Octane LV calculates enabled materials every time. So in this way I'm loosing time too. I lost so many times because of this issue, and I decided to test "ignore unused materials" again. I've tested this 1 year ago and since then I've been using my scripts, sadly. Today I realized that although this setting has some weird behaviors, as I mentioned above, it actually works! But not exactly. If Octane can check active visible objects recursively and detect used materials correctly, my whole pain can be gone.
Thank you
My long term "Ignore Unused Materials" issue
Moderators: ChrisHekman, aoktar
I'm gonna test your scene. Share if you have more scenes.
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
interesting, i had the same impression that something is not working with this option. looking forward!
Specs: Apple MacBook Pro M1 max 64GB 2TB, MacOS 12.5 / MacPro 5,1 with NVIDIA GeForce GTX 1080 8G, MacOS 10.13.6 / Mac Pro 5,1 with AMD RX5700 8G, MacOS 12.3.1 / HP Z600 with NVIDIA 3060 RTX 12G, Windows 10 pro + Netstor GPU box, 4 x NVIDIA GTX 980ti 6G.
Problem is about how I collect the renderable objects and iterate the used materials. I'm making a change on this. I need some test drive for the fixed builds. PM me if you're interested to put some help on 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
This is wonderful news.aoktar wrote:Problem is about how I collect the renderable objects and iterate the used materials. I'm making a change on this. I need some test drive for the fixed builds. PM me if you're interested to put some help on this.
Off course.