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Re: Animation and compatibility
Posted: Thu Jun 17, 2010 1:25 am
by havensole
If you can spare the ram for png type then use it. I just mentioned the jpeg thing if case you are hitting a memory wall. As ar asther bit about ram filling, that is not an issue I've seen in Octane. That might be one of the reasons Octane closes and re-launches between frames. I know some have seen issues where they will load a model and then change the render size and the memory draw just continues to increase I know Radiance said they were looking into it, but I don't know if it pertains to this though. SSD could help the workflow a bit. Don't confuse render times with the exporting and launching of the the file. Render time will remain the same no matter how fast the drive or ram is. The time it takes to export the file form the host app, launch octane, and load the obj file plus the render time was what I meant last time.
p.s. ammendment: a faster cpu will help the loading times for the obj import.
Re: Animation and compatibility
Posted: Thu Jun 17, 2010 2:54 am
by P!X3L
Good to know, I thought it would be a problem but I guess not. As for the exporting/re-launching the program I understood but the words I used "render processing time" wasn't the best choice. Thanks for bringing it up anyway; I am new.
kubo wrote:as of now, and till beta 3 that they'll implement instances, we can only load one obj file per scene. Right now you would have to have all the scene in your host app (maya in your case), make there the animation, and then using the exporter transfer it to octane.
Welcome
PS: you can convert max files from within max with the internal obj exporter, or use the nice plugin to do so.
There is still something I thought I should ask, and that is if I can merge multiple characters into a prep'd interior obj file for example, do the animation, and then export into octane to render?
Also, do you think 3gb of video ram is enough to render a complex animated scene at 1080p using mostly the png format? I guess it would depend on the texture sizes a lot right? Lets say the final product is ~90% photorealistic? Difficult question to answer, but any input would be appreciated.
Re: Animation and compatibility
Posted: Thu Jun 17, 2010 3:38 am
by havensole
A few people have talked about taking multiple obj files and merging them. I think the result of the conversation was a program called moi. You should be able to just do your animation and then import them into master scene then export the whole thing using the plugin to octane. Probably the easiest way of doing, and the way I've been working my current animation project.
As far as the amount ram and whatnot there really is just no way of telling you the limitations. There are just too many variables to consider. I can tell you that my animation so far has no problem fitting on my gtx470's with a pretty high amount of polys, animation, cloth simulation and a bunch of other memory demanding stuff.
Re: Animation and compatibility
Posted: Thu Jun 17, 2010 5:09 am
by P!X3L
Nice! Good luck with your animation for the contest, I wish the you best of luck. You have been extremely helpful so thank you very much for helping me out.
I think I may get a gtx480 and just see how it goes. If it meets my needs then I will get a second one. If not, then ill save up for the tesla c2070 (6gb ram) and sell my ati 5870 and gtx 480.

problem solved!
edit: I have changed my mind again..........this is killing me!!