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Re: Alternative method for animations?

Posted: Tue Jan 25, 2011 11:28 pm
by Jaberwocky
How about the exporter , exporting all the frame parameters from the application in 1 hit in one large obj file.Then a small application called an Octane server running on the computers CPU could schedule to feed each frame straight to the GPU on the card.The finished frame is sent back to the Server on the CPU,its then renderered out to an image on the hard disk and then the next one is sent to the GPU.All You would then need to do is set up the process,shut down the 3D application,get the server started,watch to make sure the process is running and then go away and let it run through the frames.Two tightly integrated & coded apps,Octane on the GPU and octane Server running on the CPU should certainly speed things up a lot. :ugeek:

Re: Alternative method for animations?

Posted: Wed Jan 26, 2011 12:05 am
by dave62
face wrote:
mib2berlin wrote:
Special Blender build:*
V-Ray/Blender 2.49.12 (Windows 32bit)
V-Ray/Blender 2.49.12 (Linux 64bit)
Source code

* Special Blender 2.49b build with mesh export optimization (up to 10 times faster export).

Cheers mib
I haven´t the intention to build it.
I don´t know the export time with the standard build.

face
to know the export time with the standard build you can use the script (somewhere i found also a good workin 2.5 version)
if you have any win 32bit os available you can also try the optimized 32bit binaries.

if there is a car using some different technic, why not try driving it and maybe look into the motor?
we would like to see the export speed up, so maybe also python is one bottleneck..

Re: Alternative method for animations?

Posted: Wed Jan 26, 2011 8:12 am
by face
dave62 wrote:to know the export time with the standard build you can use the script (somewhere i found also a good workin 2.5 version)
if you have any win 32bit os available you can also try the optimized 32bit binaries.
if there is a car using some different technic, why not try driving it and maybe look into the motor?
we would like to see the export speed up, so maybe also python is one bottleneck..
Thats correct, i agree with you.
And yes, i can install it, but you as a user which has use it, can say me maybe some times to export a 1mio tri polygon mesh.
I have looked into the source and haven´t seen any special workaround.
The python script uses the buildin export, right?

face

Re: Alternative method for animations?

Posted: Wed Jan 26, 2011 8:59 am
by dave62
face wrote:
dave62 wrote:to know the export time with the standard build you can use the script (somewhere i found also a good workin 2.5 version)
if you have any win 32bit os available you can also try the optimized 32bit binaries.
if there is a car using some different technic, why not try driving it and maybe look into the motor?
we would like to see the export speed up, so maybe also python is one bottleneck..
Thats correct, i agree with you.
And yes, i can install it, but you as a user which has use it, can say me maybe some times to export a 1mio tri polygon mesh.
I have looked into the source and haven´t seen any special workaround.
The python script uses the buildin export, right?

face
hi,

if i find some sparetime i will do some tests concerning the speed dif

Re: Alternative method for animations?

Posted: Wed Jan 26, 2011 10:14 am
by photonf
An alternative way, for octane developers, is to implement just a simple text parameter import for each node.

each node could take for example an ascii text file input with a line per frame of node's parameter values.

i think this is much more easy for them to implement plus much more open for us to experiment with exporters etc.

Re: Alternative method for animations?

Posted: Wed Jan 26, 2011 11:13 am
by dave62
scene 1.2mio faces

vrayexport otimized:19s
blenderVrayexportoptimized.jpg


normal non optimized 2.49 build:800s
blendernormal.jpg

Re: Alternative method for animations?

Posted: Wed Jan 26, 2011 11:51 am
by face
dave62 wrote:scene 1.2mio faces
Thanks, now triangulated, please :)
Time is enough, it´s lesser work ;)

face

Re: Alternative method for animations?

Posted: Wed Jan 26, 2011 12:18 pm
by dave62
the factor is about 40x times faster between 2.49 non opt and 2.5 opt.
maybe i should do another test. comparing only 2.5x versions. opt and non opt for vray.
the difference seem to be a lil to big imo atm, but maybe its just because its hardcoded wo python.

next step after this, comparison with obj/mtl export from blender.

maybe just some hardcoded obj export in blender would help a lot speeding up th whole render workflow.
imo i would even pay for the exporter to, if i got some great performance increase.

edit: i think the huge difference must depend on some other stuff..

here is the octane blender 2.5 export: 54s
octaneExport.jpg
but at least half as fast as the optimized one for vray

Re: Alternative method for animations?

Posted: Wed Jan 26, 2011 1:07 pm
by GeoPappas
What settings are you using for the Blender export? Make sure that you uncheck "High Quality Normals" for performance.

Re: Alternative method for animations?

Posted: Wed Jan 26, 2011 5:37 pm
by dave62
@geop

hqnormal where switched off in this "benchmark"