retmia wrote:Hello JimStar!
I have a little question about your wonderful plugin!
[...] why sometimes octane doesn't launch right when a frame is done? sometimes it takes 10 to 20 secondes to start to render a new frame... I don't see where the probleme is coming from!
Regards!
In batch animation algorithm was as follows:
1. If it is not the
first frame (where we don't need reinitialization) - batch process runs in timeout that you set in the "
Render interval" parameter (it is needed sometimes to reinitialize videocards between animation frames).
2. Batch process checks the export of next frame from
3ds Max is done.
3. If export of this frame still runs, batch process sleeps 5 seconds (to not waste processor resources) and goes to step 1.
So, your next frame render will begin in maximum time
5 seconds + Render interval (if export has ended right after timeout in step 3 begins).
Your post helped me to find that it is not correctly. If batch process runs in step
3 - that states that
Render interval timeout has already done and it is no need to run it again in loop.
I have fixed this issue in
1.72.

So, now it will be:
1. If it is not the
first frame (where we don't need reinitialization) - batch process runs in timeout that you set in the "
Render interval" parameter (it is needed sometimes to reinitialize videocards between animation frames).
2. Batch process checks the export of next frame from
3ds Max is done.
3. If export of this frame still runs, batch process sleeps 4 seconds (to not waste processor resources) and goes to step 2.
So, your next frame render will begin in maximum time
Render interval (if it is the first attempt to get exported frame) or
4 seconds (in all next attempts).