Octane for Softimage 1.02 RC12 [Obsolete]

Autodesk Softimage XSI (Developed by Face)
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Gescort
Licensed Customer
Posts: 29
Joined: Sat Aug 04, 2012 7:33 pm

Thanks for you hard work!

And question: When I render the big scene, RAM (not GPU) consumed for export. If RAM is low, the project is stupid. After close of the project RAM is cleared.
Arnold render has "Destroy Scene" command for clear RAM. Is it possible to make similar?
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face
Octane Plugin Developer
Posts: 3204
Joined: Sat Mar 06, 2010 2:10 pm
Location: Germany

Gescort wrote:Thanks for you hard work!

And question: When I render the big scene, RAM (not GPU) consumed for export. If RAM is low, the project is stupid. After close of the project RAM is cleared.
Arnold render has "Destroy Scene" command for clear RAM. Is it possible to make similar?
It is possible that i can clear the plugin used memory.
So much i know there is nothing special which consumes a lot of ram.
I save only some variable trees and checksums. So a 3 million triangle poly mesh needs only 4 checksums für vertices, normals, uvws and faces.
There is also no buffer in which the whole mesh is stored.

But i can take a look at it, maybe there is something other which cost ram...

face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
abeoctane
Licensed Customer
Posts: 168
Joined: Thu May 01, 2014 5:44 am

Hi face thanks for your hard work, wish you and your family a merry christmas too.
wireframex
Licensed Customer
Posts: 327
Joined: Sat Apr 14, 2012 4:36 pm
Location: Near Paris, France

Hi Face

I'm glad to hear some news about you and hope your personal problems will be easy to solve

wish you happy new year !!

Phil
Main Computer:
Ryzen 3990X / 96Go Ram / 2 x RTX 3090
OS: Windows 11 x64 - NVidia Driver 560.70 - Octane Plugin Build 2023.1.3.141
Licensed: Softimage 2012 SP1 / Lightwave 2024.0.1 / Rhino 8.9
wireframex
Licensed Customer
Posts: 327
Joined: Sat Apr 14, 2012 4:36 pm
Location: Near Paris, France

Hey Face,

Any news about Octane for SI ?

Regards

Phil
Main Computer:
Ryzen 3990X / 96Go Ram / 2 x RTX 3090
OS: Windows 11 x64 - NVidia Driver 560.70 - Octane Plugin Build 2023.1.3.141
Licensed: Softimage 2012 SP1 / Lightwave 2024.0.1 / Rhino 8.9
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face
Octane Plugin Developer
Posts: 3204
Joined: Sat Mar 06, 2010 2:10 pm
Location: Germany

wireframex wrote:Hey Face,

Any news about Octane for SI ?

Regards

Phil
No not realy but will continue the work in the next days...

face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
wireframex
Licensed Customer
Posts: 327
Joined: Sat Apr 14, 2012 4:36 pm
Location: Near Paris, France

Hey Face

Just want to know if you are planning to work with last Octane sdk 2.20.0 ?

Bests regards

Phil
Main Computer:
Ryzen 3990X / 96Go Ram / 2 x RTX 3090
OS: Windows 11 x64 - NVidia Driver 560.70 - Octane Plugin Build 2023.1.3.141
Licensed: Softimage 2012 SP1 / Lightwave 2024.0.1 / Rhino 8.9
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face
Octane Plugin Developer
Posts: 3204
Joined: Sat Mar 06, 2010 2:10 pm
Location: Germany

The plugin can be compiled with the 2.x SDK without problems.
But because there is no difference between the both versions, the plugin will have the same capabilities, it makes no sense to let you buy for a 2.x version i think.

But i will test and implement some things which are different.
When this things are working, i will release a 2.x version.

face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
abeoctane
Licensed Customer
Posts: 168
Joined: Thu May 01, 2014 5:44 am

Hi face, I think If the plugin is compiled with the 2.x sdk, and that give it the speed improvements and the capability to render hair and displacements it will well worth the upgrade. :D
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face
Octane Plugin Developer
Posts: 3204
Joined: Sat Mar 06, 2010 2:10 pm
Location: Germany

Ok, have updated the instance a little bit.

Now it should be possible to render any type of instance trees. This means, an instance can have a mesh child, which can have a null child which have an instance child of another model. The tree can also be so deep and nested as you want.

Have also updated the log messages. Now it shows only the instance which is exported, not, as example, 1000 times a cube.

Also the export to an octane scatter is changed.
Previous, i create a scatter, add one matrix, read in the scatter, add the next matrix...
Now, i create the scatter and write in all the transformation matrixes at once.

When the loggin is on, all optimizations will increase the speed dramatically by factor 100 or more.
With logging off, i think you will get a boost of factor 5.
All this depends of the complexity of your model and the number of instances.

The next step i plan is to decouple the instances from the mesh, so that i have a seperate group.
The same i will make for the mesh, so it is stand alone.
In the end i will have a main object group, which should handle the communication between the subgroups (meshes, instances).
So it´s easier to implement point clouds as a seperate subgroup.
Maybe also a light subgroup which converts any light to a mesh and writes out an IES profil. So you can use spot, point and area lights with fall offs and other things.

face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
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