XParticle motion blur/ increasing render times

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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bepeg4d
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Please make sure to have updated c4doctane to v2020.1.3-R2.
You need to select your purchased version from the Select Software pop up:
Image

Motion Blur seems to work correctly with latest XP update here:
0E3A204A-DC93-4CDC-9366-8F8985F5385E.jpeg
ciao Beppe
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dasmodular
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Hello,
the problem still persists!

Please have a look into the attached scene file, the Octane log file and the screenshots.
In the scene file there is an emitter with a kill modifier, so that after frame 8 the particle count is constant at 29000.
Caching the particles does not make a difference.
Geometrie Control is set to All Objects Movable.

Please have a look into this issue!

Best regards,
Denis

C4D R25.010
Octane 2020.2.5-R3
X-Particles Build 1036
Windows 10 64-bit
Asus Geforce RTX 2080 Ti
Attachments
X-Particles Motionblur C4D.zip
(146.56 KiB) Downloaded 171 times
Octane X-Particles Motionblur - Rendertimes cumulative.jpg
Octane X-Particles Motionblur - Constant Particle Count.jpg
octane 2020.2.5 210928 122513.log
(28.62 KiB) Downloaded 171 times
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bepeg4d
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Hi,
please try to set the XP Cache to Basic, rebuild it, and report back, thanks:
6E7910E1-94C4-47B2-B876-00B9FC71E610.jpeg
ciao Beppe
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dasmodular
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Hi Beppe,

setting the xpCache to basic does not make a difference:
motionCnt and mblurTM is still increasing at the same particle count per frame.

Best regards,
Denis
Attachments
log.txt
(26.75 KiB) Downloaded 167 times
Octane X-Particles Motionblur - Basic xpCache.jpg
young.r85
Licensed Customer
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Joined: Thu Sep 02, 2010 5:24 pm

Hi all,

We're having this same issue. Using Motion Blur and XParticles makes every frame increase in render time. Our work around is manually rendering 10 frames at a time. Not ideal.

Octane 2020.2.5 with C4D 24

Anyone have a better work around?

Cheers!
Ronny
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aoktar
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Using a Kill object will not cause having less IDs are stored to define motion data in current algorithms. Increase on stored IDs that are causing bigger and bigger preparation times for motion data. Only way is to use more CPU threads in cameratag/motion_blur. See my picture for parameters and results. But increase over time undeniable with current versions.
Anyway I'm checking to improve it for this case.
Attachments
a2.jpg
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KeeWe
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Ahmet, just a quick question: is a value of 0 for used CPU Threads not utilizing ALL available cores? I always thought 0 means "go with all you have" and typing in a number is only to limit how many threads are used.
6850k // 32 GB // 1080, 1080 Ti, 2080 Ti // Win 10 // C4D 19.068
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aoktar
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KeeWe wrote:Ahmet, just a quick question: is a value of 0 for used CPU Threads not utilizing ALL available cores? I always thought 0 means "go with all you have" and typing in a number is only to limit how many threads are used.
Checking that but I might be wrong because related part seems disabled for the builds. I'll give info for updates
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aoktar
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Here's my results with a test build, I'm using 16cores cpu
Attachments
a1.jpg
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
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KeeWe
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Would there be any downside of setting the core count to the max available, even if not working with XPparticles?
6850k // 32 GB // 1080, 1080 Ti, 2080 Ti // Win 10 // C4D 19.068
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