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Re: Version 1.53.1 (Octane Render 1.53) *** 10.05.2014 ***

Posted: Wed May 14, 2014 8:04 am
by slepy8
I know now.
Faster Updates instead of Faster Rendering should be checked in.

But can somebody tell me where is the logic behind this?
Anybody? You? You? maybe you??

Re: Version 1.53.1 (Octane Render 1.53) *** 10.05.2014 ***

Posted: Wed May 14, 2014 4:23 pm
by aoktar
slepy8 wrote:I know now.
Faster Updates instead of Faster Rendering should be checked in.

But can somebody tell me where is the logic behind this?
Anybody? You? You? maybe you??
i don't understand your problem. Can you describe more?
I try to show differents on render settings and main concept of design of plugin, in pictures. check pls, and let's talk

Re: Version 1.53.1 (Octane Render 1.53) *** 10.05.2014 ***

Posted: Wed May 14, 2014 5:59 pm
by slepy8
This "node crazy tree" doesn't help me to understand.

Here's the problem:
Resend only opdated objects - ON
faster rendering - ON
result: only first frame acts as in live viewer, seccond and next frames of animation show image without postprocessing or with little bit of it.

Resend only updated objects - ON
faster updates - ON
result - all's fine

Doesn't it behave a bit strange to you?
Or maybe I don't understand those settings correctly?

Re: Version 1.53.1 (Octane Render 1.53) *** 10.05.2014 ***

Posted: Wed May 14, 2014 6:11 pm
by aoktar
slepy8 wrote:This "node crazy tree" doesn't help me to understand.

Here's the problem:
Resend only opdated objects - ON
faster rendering - ON
result: only first frame acts as in live viewer, seccond and next frames of animation show image without postprocessing or with little bit of it.

Resend only updated objects - ON
faster updates - ON
result - all's fine

Doesn't it behave a bit strange to you?
Or maybe I don't understand those settings correctly?
I posted this to give some idea about structure differences. This may be helpfull to others.
Your problem is not normal, maybe a bug here. It shouldn't be directly related with this settings.
Can you give me a part of scene to test it?

Re: Version 1.53.1 (Octane Render 1.53) *** 10.05.2014 ***

Posted: Wed May 14, 2014 6:18 pm
by slepy8
No problem sir.
Give me few days - space station is rendering lot's of frames...

Re: Version 1.53.1 (Octane Render 1.53) *** 10.05.2014 ***

Posted: Thu May 15, 2014 3:54 pm
by bepeg4d
thanks ahmet for the screenshots, now is more clear what happens behind that parameter ;)
basically with "faster update" only the PSR of the tagged object is updated by frame, while with "faster render" the tagged object is re-exported every frame, correct?
ciao beppe

Re: Version 1.53.1 (Octane Render 1.53) *** 10.05.2014 ***

Posted: Thu May 15, 2014 4:16 pm
by aoktar
bepeg4d wrote:thanks ahmet for the screenshots, now is more clear what happens behind that parameter ;)
basically with "faster update" only the PSR of the tagged object is updated by frame, while with "faster render" the tagged object is re-exported every frame, correct?
ciao beppe
Hi Beppe,
I'll put this diagram to manual. Yes, correct.

Faster updates, exports all objects to indivual octane meshes and connect with some transform and objectlayer(if necessary). This allows to me make some partial updates for only updated objects. This lowers the mesh compiling times. But decreases render speed on complex scenes. This is same with Interactive structure of LV. We have to use this method often for object motion blurs.

Faster rendering, collect all mesh group to one single mesh. As, meshno=0 goes to first, meshno=1 goes to second, etc...
This may be better on render speed. But we loose object transforms. Transform is needed for some texture mappings, motion blur. Also, we loose the advantage of updating of only one mesh. If any object is updated on meshno=1, we have to reexport all meshno=1.

Re: Version 1.53.1 (Octane Render 1.53) *** 10.05.2014 ***

Posted: Thu May 15, 2014 8:09 pm
by ChrisVis
Hi aoktar,

great progress on the plugin, I really appreciate it and want to say thanks again.
Hope to see the 2.0 plugin soon :)

For 1.53 I may have found a bug, or maybe it is not yet implemented or I missed something?

- in the deepchannel kernel "ambient occlusion" renders the same output as "Object ID"
and "Tangent UV" renders the same output as "Wireframe".

Another Question: What is the "Mix sky texture" checkmark in the daylight tag for? Mixing HDRI and Sun (in upcoming 2.0 release)?

Greets,
ChrisVis

Re: Version 1.53.1 (Octane Render 1.53) *** 10.05.2014 ***

Posted: Thu May 15, 2014 8:54 pm
by ASyme1
ChrisVis wrote:Hi aoktar,

Another Question: What is the "Mix sky texture" checkmark in the daylight tag for? Mixing HDRI and Sun (in upcoming 2.0 release)?

Greets,
ChrisVis
I noticed the same thing. Doesn't seem to work yet. So will that let us use an HDR and a sun object?

Great work on the plugin Ahmet. 2.0 is going to be unreal.

alec

Re: Version 1.53.1 (Octane Render 1.53) *** 10.05.2014 ***

Posted: Thu May 15, 2014 10:51 pm
by aoktar
ChrisVis wrote:Hi aoktar,

great progress on the plugin, I really appreciate it and want to say thanks again.
Hope to see the 2.0 plugin soon :)

For 1.53 I may have found a bug, or maybe it is not yet implemented or I missed something?

- in the deepchannel kernel "ambient occlusion" renders the same output as "Object ID"
and "Tangent UV" renders the same output as "Wireframe".

Another Question: What is the "Mix sky texture" checkmark in the daylight tag for? Mixing HDRI and Sun (in upcoming 2.0 release)?

Greets,
ChrisVis
First, thanks to you. tangentUV is removed in SDK 1.53. maybe a confusion there.

Mix sky texture, is new feature of 2.0. It allows to use daylight and a hdri environment together. It similar to mixing two.