HI Paride,
I know i asked many times. Can you please tell me if developers are looking into slow eval times and itoo forest ? Even in octane 4 40-50% of render time is wasted because of eval every frame.
Thank you
OctaneRender® for 3ds max® v4.02 - 6.13 [OBSOLETE]
Forum rules
Any bugs related to this plugin should be reported to the Bug Reports sub-forum.
Bugs related to Octane itself should be posted into the Standalone Support sub-forum.
Any bugs related to this plugin should be reported to the Bug Reports sub-forum.
Bugs related to Octane itself should be posted into the Standalone Support sub-forum.
- WhaleHunter
- Posts: 61
- Joined: Wed May 14, 2014 8:49 am
Hi coilbook,
might be a silly question, but do you have the "update anim. geometry" unchecked? - you can uncheck this box if your forest is made of static meshes and not using certain effects. (camera clipping, tree / grass animation, etc). This stops the forest eval every frame in an animation.
- we use heaps of forest in animation. Our problem is that the shear number of instances chews up memory; eg: when you have large areas of turf and grasses (number of instances in the 6-7 figures). The slow down for us is if we have to access out of core memory.
Cheers,
N.
might be a silly question, but do you have the "update anim. geometry" unchecked? - you can uncheck this box if your forest is made of static meshes and not using certain effects. (camera clipping, tree / grass animation, etc). This stops the forest eval every frame in an animation.
- we use heaps of forest in animation. Our problem is that the shear number of instances chews up memory; eg: when you have large areas of turf and grasses (number of instances in the 6-7 figures). The slow down for us is if we have to access out of core memory.
Cheers,
N.
Hi it is checked because we also have animated objects in the scene. On average it is 20-30 sec per frame of processing time. The only thing that changes in the scene are 2 cars are moving and 20 Mb of phoenix smoke is loaded every frame. Is yours about the same?WhaleHunter wrote:Hi coilbook,
might be a silly question, but do you have the "update anim. geometry" unchecked? - you can uncheck this box if your forest is made of static meshes and not using certain effects. (camera clipping, tree / grass animation, etc). This stops the forest eval every frame in an animation.
- we use heaps of forest in animation. Our problem is that the shear number of instances chews up memory; eg: when you have large areas of turf and grasses (number of instances in the 6-7 figures). The slow down for us is if we have to access out of core memory.
Cheers,
N.
It's just when otoy said octane 4 and brigade is now one, I thought it'll be 1-2 sec of processing time per frame max plus render time.
Also adding an extra 2080Ti decreases render time by just 2-3 seconds so instead of 1 min it will say 57 seconds. I am not sure how nvidia was able to make a real time movie with just one card.
Thanks
You tried Multiscatter for just testing if the problem is with Octane or ForestPack?
Also the instanciate tool with forest pack my help. Its a dirty way but maybe it helps with your animation if scene is done 100% andyou are on a deadline.
Also the instanciate tool with forest pack my help. Its a dirty way but maybe it helps with your animation if scene is done 100% andyou are on a deadline.
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
- neonZorglub
- Posts: 1019
- Joined: Sun Jul 31, 2016 10:08 pm
Hi thekwen,thekwen wrote:Please i need that in V3 !
"Fixed processing of animated objects when they are empty on first render (eg particles, slice modifier,..)"
The lasted v3.08.4 - 5.16 now has this fix.
Regards