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Re: XParticle motion blur/ increasing render times

Posted: Mon Jul 06, 2020 9:06 am
by bepeg4d
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

Re: XParticle motion blur/ increasing render times

Posted: Tue Sep 28, 2021 11:07 am
by dasmodular
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

Re: XParticle motion blur/ increasing render times

Posted: Mon Oct 04, 2021 5:06 pm
by bepeg4d
Hi,
please try to set the XP Cache to Basic, rebuild it, and report back, thanks:
6E7910E1-94C4-47B2-B876-00B9FC71E610.jpeg
ciao Beppe

Re: XParticle motion blur/ increasing render times

Posted: Tue Oct 05, 2021 1:55 pm
by dasmodular
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

Re: XParticle motion blur/ increasing render times

Posted: Wed Oct 06, 2021 5:25 pm
by young.r85
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

Re: XParticle motion blur/ increasing render times

Posted: Wed Oct 06, 2021 9:27 pm
by aoktar
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.

Re: XParticle motion blur/ increasing render times

Posted: Thu Oct 07, 2021 7:56 am
by KeeWe
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.

Re: XParticle motion blur/ increasing render times

Posted: Thu Oct 07, 2021 8:32 am
by aoktar
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

Re: XParticle motion blur/ increasing render times

Posted: Fri Oct 08, 2021 11:44 pm
by aoktar
Here's my results with a test build, I'm using 16cores cpu

Re: XParticle motion blur/ increasing render times

Posted: Mon Oct 11, 2021 7:53 am
by KeeWe
Would there be any downside of setting the core count to the max available, even if not working with XPparticles?