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Re: OctaneRender® for 3ds max® v4.02 - 6.13
Posted: Tue Feb 05, 2019 9:38 pm
by coilbook
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
Re: OctaneRender® for 3ds max® v4.02 - 6.13
Posted: Thu Feb 07, 2019 1:12 am
by WhaleHunter
Hi coilbook,
might be a silly question, but do you have the "update anim. geometry" unchecked?

- xx.jpg (3.01 KiB) Viewed 2132 times
- 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.
Re: OctaneRender® for 3ds max® v4.02 - 6.13
Posted: Fri Feb 08, 2019 4:09 am
by coilbook
WhaleHunter wrote:Hi coilbook,
might be a silly question, but do you have the "update anim. geometry" unchecked?
xx.jpg
- 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?
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
Re: OctaneRender® for 3ds max® v4.02 - 6.13
Posted: Fri Feb 08, 2019 6:43 am
by mbetke
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.
Re: OctaneRender® for 3ds max® v4.02 - 6.13
Posted: Mon Feb 11, 2019 9:41 pm
by neonZorglub
thekwen wrote:Please i need that in V3 !
"Fixed processing of animated objects when they are empty on first render (eg particles, slice modifier,..)"
Hi thekwen,
The lasted v3.08.4 - 5.16 now has this fix.
Regards