The exporter can't do anything about that. The voxelization will eat less ram only if you reduce your polycount. Instancing will help in this, on the scenes where instancing can be applied.steveps3 wrote:What I need now is some way of stopping Octane from using so much memory whilst voxelising. I quite often have to start using swap space after my 8GB of ram runs out.
Update for unofficial plugin soon (well, at least I hope)
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
Oh yeah, I appreciate that. It was just a throwaway comment. I think that it is nearly time to upgrade my PC. My old Q6600 is starting to show its age a bit. So this would be an ideal time to upgrade to 16GB ram.
(HW) Intel i7 2600k, 16GB DDR3, MSI 560GTX ti (2GB) x 3
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
Any word on updating it to work with the new 2.52 octane? i have a problem that if i am updating the OCS file, it fails on rewriting the materials i believe?
Convergen | Adelaide Australia
Windows 7 x64 | GTX 580 1.5GB | 12GB DDR3 | Core i7 920 @ 3.6ghz
Windows 7 x64 | GTX 580 1.5GB | 12GB DDR3 | Core i7 920 @ 3.6ghz
Lionel, dunno if you are still around, but here's one issue:
The current exporter (I'm using v1.09) does not export armatures - ie. all the bone transforms are cleared during export, so you end up with a re-setted armature.
EDIT
correction; the bone pose gets exported if the bone is keyed for the frame.
The current exporter (I'm using v1.09) does not export armatures - ie. all the bone transforms are cleared during export, so you end up with a re-setted armature.
EDIT
correction; the bone pose gets exported if the bone is keyed for the frame.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
Sorry I've been away for a while and couldn't do much during my latest holidays...
Matej, are you still having the problem? I'm totally unfamiliar with this stuff (pfff, I'm so dumb sometimes
)
Matej, are you still having the problem? I'm totally unfamiliar with this stuff (pfff, I'm so dumb sometimes

Desktop: Ubuntu 13.04 x64 - i7-3770K @ 3.5GHz - 32GB DDR3 - GTX670 2048MB
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
Hey!yoyoz wrote:Matej, are you still having the problem? I'm totally unfamiliar with this stuff (pfff, I'm so dumb sometimes)
No, it's not a real issue, because if you keyframe the bone transforms (rotation, translation, etc..) for the given frame, it exports correctly. Only if the transform for a bone is not keyed (for the frame), that bone will get re-setted to the default position when you export the scene. When doing animations you would keyframe the bones anyway, I was just doing some character poses for still shots.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net