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Re: Version 2.00.xx - test version

Posted: Sat Jun 21, 2014 8:23 pm
by MINGATU
aoktar wrote:
Hi,
i checked files. It works. But please wait until next release. I found a problem, Otoy guys will check it.
Hey Aoktar,
Sounds good, thank you.

Re: Version 2.00.xx - test version

Posted: Sun Jun 22, 2014 8:15 pm
by ashurao
aoktar wrote:Hi all,
I'm working on some bugs and optimisation for motion blur. Especially for render instances. Also added a new parameter to render settings. Time sampling per frames. This is for exporting sub calculations between two frames. To overcome some weird effects on big rotations. Default is 1.

A test version for R15 windows is here. Could someone test it please?
http://render.otoy.com/customerdownload ... 23-R15.zip

fast_rotation_mblur.zip
Please check the results. This show how effect the new parameter
2014-06-20_142838.jpg
2014-06-20_141910.jpg
[/b]




Also some explanation for LV+mblur. It cannot be very accurate on some situations. Please read the manual for details. It's not production tool, only a previewer. And to get motion data is impossible for some situations. Motion blur calculation requires some frames which are depending to shutter settings. If plugin has missing motion keys, we can't see correct motion blur effect.
I wrote that in manual. Doing some timeline scrubbing step-by-step, it allows to filling caches. But jumping from frame 10 to 100 will broke the motion caching. So you will need to go frames 98,99,etc..
Hi,
I've tested the file, and this is what i get

https://vimeo.com/98870122

Re: Version 2.00.xx - test version

Posted: Sun Jun 22, 2014 10:00 pm
by aoktar
Ashura, you are not doing as write in texts!
To see the mblur in LV, need some good understanding and attention. Objects need some previous keyframes to produce motion blur. If you skip the previous frames, you can see NOTHING for motion blur. Make some time scrubbing in timeline. This provides to cache the motion data for objects.

This is required for interactive views. But when you resend to LV or picture viewer, plugin will calculate all information for motion blur.

Re: Version 2.00.xx - test version

Posted: Sun Jun 22, 2014 11:58 pm
by JessicaVines
In my early tests, this the substeps parameter is working well Ahmet, nice one.

Will continue testing

Re: Version 2.00.xx - test version

Posted: Mon Jun 23, 2014 1:07 am
by aoktar
Hi,
a nightly test release is on first page of the thread. Thanks.

Best regards,
Ahmet

Re: Version 2.00.xx - test version

Posted: Mon Jun 23, 2014 10:29 am
by ashurao
aoktar wrote:Ashura, you are not doing as write in texts!
To see the mblur in LV, need some good understanding and attention. Objects need some previous keyframes to produce motion blur. If you skip the previous frames, you can see NOTHING for motion blur. Make some time scrubbing in timeline. This provides to cache the motion data for objects.

This is required for interactive views. But when you resend to LV or picture viewer, plugin will calculate all information for motion blur.
Hi aoktar,

thanks for your answer. I don't have octane now, but I'll see if I understand you when I'm back at home.

MAC Plugin2.0

Posted: Mon Jun 23, 2014 11:47 pm
by MINGATU
Hey Aoktar,

I installed r15 and the plug in works without crashing at launch. There are still issues w this version but at least I got my pc to slave with it. The network rendering function is good. Still not as fast as if I rendered just from the PC (vs slaving off the Mac (additional gefore680). I'm thinking bc it's over the network, my bottleneck is that my LAN is via gb ethernet vs something faster like fiber etc.
Going to test the PC build.

Re: MAC Plugin2.0

Posted: Tue Jun 24, 2014 12:01 am
by aoktar
MINGATU wrote:Hey Aoktar,

I installed r15 and the plug in works without crashing at launch. There are still issues w this version but at least I got my pc to slave with it. The network rendering function is good. Still not as fast as if I rendered just from the PC (vs slaving off the Mac (additional gefore680). I'm thinking bc it's over the network, my bottleneck is that my LAN is via gb ethernet vs something faster like fiber etc.
Going to test the PC build.
it should work fast as intern gpus. But be aware of data sending times. It sends updates parts of scene to clients. And clients contribute to calculation. You can watch this process on net render info line in LV.

Btw, I can hopefully do a stabile macos version today and some demo versions also. This version will be based on SDK 2.01. New sdk has some speed improvements and also nearly unlimited texture counts.

Re: MAC Plugin2.0

Posted: Tue Jun 24, 2014 2:38 am
by shawnfrueh
aoktar wrote: Btw, I can hopefully do a stabile macos version today and some demo versions also. This version will be based on SDK 2.01. New sdk has some speed improvements and also nearly unlimited texture counts.
So we can have more than 144 textures?

Re: Version 2.00.xx - test version

Posted: Tue Jun 24, 2014 3:59 am
by MINGATU
it should work fast as intern gpus. But be aware of data sending times. It sends updates parts of scene to clients. And clients contribute to calculation. You can watch this process on net render info line in LV.

Btw, I can hopefully do a stabile macos version today and some demo versions also. This version will be based on SDK 2.01. New sdk has some speed improvements and also nearly unlimited texture counts.
Great! I'll look out for it.