Page 6 of 7

Re: OcDS: High Priority Issues and Request - State 2.23

Posted: Fri Nov 27, 2015 3:49 am
by face_off
Live Button OFF
- Moving objects updates the scene and restarts the render
- Rotating and bending limbs that do not have objects parented to them DOES NOT update the scene or restart the render
This look to be the one in error. However I cannot produce it....

1) Start DS
2) Load Genesis 2 base
3) Open OctaneRender Viewport (Live is OFF)
4) Bend an arm - render does not re-start - which is the expected behavior

Paul

Re: OcDS: High Priority Issues and Request - State 2.23

Posted: Fri Nov 27, 2015 4:03 am
by sixb0nes
face_off wrote:
Live Button OFF
- Moving objects updates the scene and restarts the render
- Rotating and bending limbs that do not have objects parented to them DOES NOT update the scene or restart the render
This look to be the one in error. However I cannot produce it....

1) Start DS
2) Load Genesis 2 base
3) Open OctaneRender Viewport (Live is OFF)
4) Bend an arm - render does not re-start - which is the expected behavior

Paul
I think I have reproduced. Not saying this isn't behaving as designed, just posting results:

https://www.dropbox.com/s/xci4o5h6j64sx ... 1.mp4?dl=0

Re: OcDS: High Priority Issues and Request - State 2.23

Posted: Fri Nov 27, 2015 7:18 am
by face_off
I think I have reproduced. Not saying this isn't behaving as designed, just posting results:
I think this is a terminology issue. The "Live" button turns on/off "geometry" updates. When you move the cube, the geometry is not updating - the entire props transform is changing - so the plugin is updating the Octane Placement node to reflect the new position. So I believe this is working as expected.

Paul

Re: OcDS: High Priority Issues and Request - State 2.23

Posted: Fri Nov 27, 2015 9:47 am
by abayliss
face_off wrote:
I think I have reproduced. Not saying this isn't behaving as designed, just posting results:
I think this is a terminology issue. The "Live" button turns on/off "geometry" updates. When you move the cube, the geometry is not updating - the entire props transform is changing - so the plugin is updating the Octane Placement node to reflect the new position. So I believe this is working as expected.

Paul
In that case, is it possible to add a feature that pauses the updates to the Octane Placement node while rendering is paused?

Right now I've given up on working with complex scenes because the lag I experience while doing so makes it incredibly frustrating.

Re: OcDS: High Priority Issues and Request - State 2.23

Posted: Fri Nov 27, 2015 2:44 pm
by linvanchene
Right now I've given up on working with complex scenes because the lag I experience while doing so makes it incredibly frustrating.
To all those people having issues with "lag":

Did you make sure to deactivate the GPU that is assigned to your monitor?

On windows one GPU will always also handle your monitor AND all the other applications.
DAZ Studio will also need the GPU assigned to the monitor to display the interface.
Especially with high load scenes it is extremely important that the GPU who is handling the monitor and all other applications is NOT assigned as a render GPU in Octane.

- - -

The GPU number in OsDS may not be the same number as displayed in the windows display selection or the Nvidia panel!

You can find out which GPU is assigned to your monitor and general application handling by opening up a lot of different software like photoshop with huge files and let videos run.
Then check in the OcDS tab each GPU separately which has the least VRAM available.
Disconnect that GPU in OctaneRender and use the other GPUs while working on your scene.

- - -

After you are done setting up the scene you can of course assign all GPU to rendering again while you are not using the workstation for other tasks.

- - -

Other things to check and try out:

Make sure not to use the Iray live preview viewport at the same time as the OctaneRender viewport is open.

In general DAZ Studio OpenGL texture shaded viewport mode is not handling large scenes well.

Use the wireframe mode for the OpenGL viewport with high count geometry scenes.

- - -

Re: OcDS: High Priority Issues and Request - State 2.23

Posted: Fri Nov 27, 2015 4:06 pm
by abayliss
linvanchene wrote:
Right now I've given up on working with complex scenes because the lag I experience while doing so makes it incredibly frustrating.
To all those people having issues with "lag":
Thanks for your advice, but...
linvanchene wrote:Did you make sure to deactivate the GPU that is assigned to your monitor?

On windows one GPU will always also handle your monitor AND all the other applications.
DAZ Studio will also need the GPU assigned to the monitor to display the interface.
Especially with high load scenes it is extremely important that the GPU who is handling the monitor and all other applications is NOT assigned as a render GPU in Octane.
Yes, I've made sure I've deactivated my display GPU.
linvanchene wrote:The GPU number in OsDS may not be the same number as displayed in the windows display selection or the Nvidia panel!

You can find out which GPU is assigned to your monitor and general application handling by opening up a lot of different software like photoshop with huge files and let videos run.
Then check in the OcDS tab each GPU separately which has the least VRAM available.
Disconnect that GPU in OctaneRender and use the other GPUs while working on your scene.
Yes, I know I have deactivated the correct GPU. For one, I'm pretty sure I wouldn't be able to game while running renders in the background if I was rendering on my display GPU, fairly certain I'd notice the performance hit.


linvanchene wrote:Other things to check and try out:

Make sure not to use the Iray live preview viewport at the same time as the OctaneRender viewport is open.
Nope, never opened it, ever.
linvanchene wrote:In general DAZ Studio OpenGL texture shaded viewport mode is not handling large scenes well.
I've disabled all OpenGL options in Daz, and as I previously mentioned the stuttering lag does not happen until I start rendering with the Octane plugin, until then I can move objects around without any issue. Further to this the stuttering matches the exact timing when the plugin updates the Octane Placement node while running a render.
linvanchene wrote:Use the wireframe mode for the OpenGL viewport with high count geometry scenes.
Nope, already tested that, doesn't do anything, as I mentioned the stuttering lag does not happen until I start rendering with the Octane plugin, until then I can move objects around without any issue.

Re: OcDS: High Priority Issues and Request - State 2.23

Posted: Fri Nov 27, 2015 5:27 pm
by gaazsi
maybe i can give a small push into the right direction... also had and have those problems sometimes

in daz studio, open preferences -> interface and switch the display optimization to "best"

that worked for me... i can pose everything without lagging around now in bigger scenes BUT... if i started a render and canceled that again because i found a mistake... it starts to lag. no matter if i use my onboard graphic card or one of the main cards for display (980ti). so it depends on octane in some way, havent found out how and why :) so my "solution" for the moment is to get the posing correct in first try :)

Re: OcDS: High Priority Issues and Request - State 2.23

Posted: Fri Nov 27, 2015 11:47 pm
by linvanchene
@ 09 Exporting Animated Cameras to standalone Only still cameras seem to be exported from OcDS to OR standalone

compare:
viewtopic.php?f=44&t=49315

This should be fixed in the current 2.24.2.1 release if you export to ABC.
Retested with Prerelease 0 OcDS 2_24_2_3.

Confirmed: camera export as .abc from OcDS System tab is working.

- camera .orbx export: not yet working
- export complete scene with animated camera as .orbx: not yet working

- - -

This means currently as a workaround for still scenes with only camera movment you can:
- export the scene as .ORBX
- export animated camera as .abc
- combine in OR standalone
Export scene as ORBX and camera as abc - combine in OR.jpg
Update / Edit:

Scenes exported as .ORBX do not include key frames for objects animated in the DAZ Studio time line. :!:

For scenes that include objects animated in the DAZ Studio time line I currently am not aware of a workaround how to export them with all movement to OctaneRender standalone.

- - -

08 Camera & Object Motion Blur
- Object Motion Blur not working
- HDR background has no camera motion blur at all
- When the camera is rotating no camera motion blur is created

compare:
viewtopic.php?f=44&t=49118&p=244278
Retested with Prerelease 0 OcDS 2_24_2_3 to check if the status is accurate.

- Object Motion Blur not working at all in OcDS - reconfirmed
Camera Export Test v1003 Camera & sphere movement
Camera Export Test v1003 Camera & sphere movement
- HDR background has no camera motion blur at all
- When the camera is rotating no camera motion blur is created
The camera motion blur limitations are probably OR standalone related issues.
Will check with OR 3 standalone beta version again what camera motion blur is doing when rotating cameras and using HDR backgrounds.

- - -

Re: OcDS: High Priority Issues and Request - State 2.23

Posted: Sat Nov 28, 2015 12:38 am
by face_off
Right now I've given up on working with complex scenes because the lag I experience while doing so makes it incredibly frustrating.
I notice the plugin keeps rendering even after to close the Viewport. What about if the plugin STOPPED Octane rendering when the Viewport was closed. Then you could simply close the viewport and remove the lag.

Also - I'm unsure why I do not get lag on the test scene you sent me. What Render->Render Settings->Engine are you using?

Updating an Octane Placement node (ie. moving a prop, or moving an entire figure) should be almost instant. Updating a pose (when Live is enabled) will require all the geometry for that figure to be reloaded (so take a sec or too).
Yes, I know I have deactivated the correct GPU. For one, I'm pretty sure I wouldn't be able to game while running renders in the background if I was rendering on my display GPU, fairly certain I'd notice the performance hit.
So apps snaffle your rendering card for their OpenGL viewing without you knowing (Rhino does this for example). To test, run GPU-Z and double check that your Octane rendering card is not being used for DAZStudio's OpenGL processing. OR, click Edit->Preferences->OpenGL->Hardware Features, and it will tell you which card DAZStudio is using.

Paul

Re: OcDS: High Priority Issues and Request - State 2.23

Posted: Sat Nov 28, 2015 1:32 am
by abayliss
face_off wrote:
Right now I've given up on working with complex scenes because the lag I experience while doing so makes it incredibly frustrating.
I notice the plugin keeps rendering even after to close the Viewport. What about if the plugin STOPPED Octane rendering when the Viewport was closed. Then you could simply close the viewport and remove the lag.
This solution sounds fine by me, it would certainly be faster than having to close and reload the scene to remove the lag.
face_off wrote:Also - I'm unsure why I do not get lag on the test scene you sent me. What Render->Render Settings->Engine are you using?
NVIDIa IRay was selected, however I have changed to both Basic and Intermediate OpenGL and this did not resolve the issue. I've also disabled all devices for NVIDIA Iray under the advanced render settings just to be sure.
face_off wrote:Updating an Octane Placement node (ie. moving a prop, or moving an entire figure) should be almost instant. Updating a pose (when Live is enabled) will require all the geometry for that figure to be reloaded (so take a sec or too).
Yes, I know I have deactivated the correct GPU. For one, I'm pretty sure I wouldn't be able to game while running renders in the background if I was rendering on my display GPU, fairly certain I'd notice the performance hit.
So apps snaffle your rendering card for their OpenGL viewing without you knowing (Rhino does this for example). To test, run GPU-Z and double check that your Octane rendering card is not being used for DAZStudio's OpenGL processing. OR, click Edit->Preferences->OpenGL->Hardware Features, and it will tell you which card DAZStudio is using.

Paul
I couldn't tell using "Edit->Preferences->OpenGL->Hardware Features" as both my cards are identical. I ran GPU-Z and turned on all the OPenGL features, which I have disabled by default, doing so ramped up the memory usage and load on my primary display GPU. I then started an Octane plugin render, and confirmed that this ramped up memory usage and CPU load on my rendering GPU.