OctaneRender™ for Blender 2.21.1 - 7.6 Linux [OBSOLETE]

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justavisitor
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mib2berlin wrote:It is all a question of performance versus memory usage.
For static objects use movable proxy if only camera move.
For hair you get extreme memory usage if it is not a scatter object.
I am not familar with these because i do not make animations, may a other user can tell more here.

Cheers, mib
Great, thanks - now I think I begin to understand: Static objects can be Movable and movable hair should be Scatter. :) And 'As is' should be chosen for the global Scene, allowing each object type to be rendered according to its own individual setting.

I still find it confusing that the same terms - Movable proxies, for instance - appear to have different meanings depending on context, though. I would really love a simple cookbook manual: "Here are 10 common tasks, use these exact settings..."
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JimStar
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mib2berlin wrote:For static objects use movable proxy if only camera move.
Wrong.
All is explained in the manual in detail. Sorry, I can't add anything to it, just smoke and re-smoke the manual before you get understanding: only the objects which move inside the scene (other words inside the 3D-space) or change their shape between frames must be set to one of movable types. Otherwise you either need "Global" or "Scatter", depending on your speed or memory usage needs.
mib2berlin wrote:For hair you get extreme memory usage if it is not a scatter object.
Not fully correct.
It is true only if you don't use the Octane internal hair, but use some mesh object (AKA hair-strand) as the scattered source ("Object" or "Group" is chosen in "Render" rollout). Only in this case this source object is better to set to some non-global type, as "Global" will eat a lot more memory (but will be rendered faster).
But if you use the internal Octane hair ("Path" is chosen in "Render" rollout), you do not have the "hair source object" itself to set the type to it. So the type of hair itself does not matter for the memory usage as you don't have the type of hair itself - they are always "Octane internal hair". And the the type of initial object used as emitter (the hair system is applied to) will affect the memory usage only if you have different instances of this same "haired" object in the scene (e.g. few same heads duplicated).
mib2berlin
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Oops, have to read it again. :oops:

Cheers, mib
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justavisitor
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mib2berlin wrote:Oops, have to read it again. :oops:

Cheers, mib
I just did that, and I still don't get it. :(

EDIT: I just rendered a hair object as Scatter, Movable and Reshapable: Render times and quality for all three settings are identical.
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Synthercat
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Render times might be the same depending on the scene
Quality should be the same so don't expect changes there

Check out the tris count on the top section of the render window... is it the same?
Go to render settings, check the buttons a bit below GPU selection, do you have any overide selected that disables scatter? Try overiding, set it to scatter (for all!) and see what happens
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justavisitor
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Thank you for your reply.
Synthercat wrote: Check out the tris count on the top section of the render window... is it the same?
Yes, it's the same; 109,000.
Synthercat wrote: Go to render settings, check the buttons a bit below GPU selection, do you have any overide selected that disables scatter? Try overiding, set it to scatter (for all!) and see what happens
It is set to Scatter in Octane properties as well as in Render settings.

May I ask you if it is correct that I have an empty screen - and the message "Refreshing server" - for the first 35 seconds of the 45 seconds it takes to render the image?
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JimStar
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