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Re: OctaneRender for Modo 3.0 beta 4 [TEST]

Posted: Sun May 22, 2016 12:36 pm
by funk
MrFurious, I also tried deleting everything in the shader tree just to see if load times were better. It loaded in 1m11s

I also noticed that thousands of octane nodes were left in the scene item (click + sign to see nodes) and deleted those manually. Scene load is now 40s.

So it seems that cleaning up unconnected nodes makes a big difference. I think the scene has accumulated lots of junk over time that isnt actually being used anywhere.

Re: OctaneRender for Modo 3.0 beta 4 [TEST]

Posted: Sun May 22, 2016 2:20 pm
by Tharso
face_off wrote:
When I duplicate one camera with octane viewport opened, Modo crashs.
I cannot reproduce this crash. Can you pls send me a scene where this happens and the exact steps I need to take to re-produce the crash?

Paul

Modo 10 with a simple torus and new config. Modo 901 is ok.

Re: OctaneRender for Modo 3.0 beta 4 [TEST]

Posted: Sun May 22, 2016 7:35 pm
by MrFurious
Thanks Paul good to know the scene restart issue could be reproduced on your end. Just curious why did this happen only on my scene?

Also thanks Funk for testing this as well. Indeed all those redundant nodes were causing the octane load times to grow every time I imported a scene containing some objects I wanted to use in this scene. Before deleting all the nodes under the scene item I was getting a load time of 1 min 8 sec. After deleting all the nodes it went to more respectable 15 seconds.

Paul this ties into what I was saying about being able to move objects in between scenes with the octane materials intact, and the workaround of having to import a scene containing said objects and the resulting mess of accumulated redundant scene item nodes that are also imported. Funk, I can't just delete all these scene item nodes though because some are connected to materials used in the scene, other are connected to DOF targeting setups, sun positions, item visibility etc.. so how do I identify the 'unconnected' (unused) nodes?

Re: OctaneRender for Modo 3.0 beta 4 [TEST]

Posted: Mon May 23, 2016 12:50 am
by face_off
Thanks Paul good to know the scene restart issue could be reproduced on your end. Just curious why did this happen only on my scene?
It was the measure channel modifier plugged into the camera, which was triggering a "camera has changed" event when an imager setting was changed. I will fix this.

Paul

Re: OctaneRender for Modo 3.0 beta 4 [TEST]

Posted: Mon May 23, 2016 2:14 am
by MrFurious
face_off wrote:
Thanks Paul good to know the scene restart issue could be reproduced on your end. Just curious why did this happen only on my scene?
It was the measure channel modifier plugged into the camera, which was triggering a "camera has changed" event when an imager setting was changed. I will fix this.

Paul
Interesting stuff...

Thanks again for looking into this on the weekend, especially late on a Sunday evening

Re: OctaneRender for Modo 3.0 beta 4 [TEST]

Posted: Mon May 23, 2016 2:28 am
by funk
MrFurious wrote:Funk, I can't just delete all these scene item nodes though because some are connected to materials used in the scene, other are connected to DOF targeting setups, sun positions, item visibility etc.. so how do I identify the 'unconnected' (unused) nodes?
The octane plugin actually has a command to do this under material tools > delete unused nodes. It only works for octane nodes though.

I actually tried running it after deleting the shader tree materials but it was taking so long (15 minutes) that I killed modo. There were thousands of unconnected nodes though.

Maybe it would be better to try it just after loading the scene up.

Re: OctaneRender for Modo 3.0 beta 4 [TEST]

Posted: Mon May 23, 2016 2:36 am
by funk
MrFurious wrote:Paul this ties into what I was saying about being able to move objects in between scenes with the octane materials intact, and the workaround of having to import a scene containing said objects and the resulting mess of accumulated redundant scene item nodes that are also imported.
I'd have to look into this a little more, but what you are describing isn't an octane issue. Modo has the same problem moving it's own materials which use nodes too.

You generally have to save things as assembly presets once the schematic is used, but I haven't tried this with octane yet. The safest way is to create a new assembly then drag everything (all items, materials, nodes, channels, sub assemblies, groups etc) that needs to be saved, into this assembly. Then save that assembly from the schematic as an assembly preset.

The other option is to import scenes as you have been doing. There is nothing wrong with this method, but you need to make sure you are deleting unused items/nodes etc to avoid bloating the scene and slowing it down. (eg. use the delete unused nodes command after each import)

Maybe someone who does this regularly has a better method?

Re: OctaneRender for Modo 3.0 beta 4 [TEST]

Posted: Mon May 23, 2016 4:29 pm
by v1adut
Hi Paul,
Octane Render Plugin Bug for modo 3.0

When using render region, the render is rendering more samples than the one set on the kernel. This is happening when using the Octane render region, after using the modo one.

Re: OctaneRender for Modo 3.0 beta 4 [TEST]

Posted: Tue May 24, 2016 4:20 am
by face_off
It was the measure channel modifier plugged into the camera, which was triggering a "camera has changed" event when an imager setting was changed. I will fix this.
Dino - I have coded a potential fix for the imager changes restarting the render. However it still does not work for your scene because you have the Modo Film Offset Y plugged into the Octane Film Offset. Is this needed? Can't you simply tick Use Modo Film Offset?

Paul

Re: OctaneRender for Modo 3.00 [TEST]

Posted: Wed May 25, 2016 1:10 am
by face_off
I have updated the installers at the top of this thread with:

3.0.20.107
- Compiled with Octane 3.0 (3.0.20)
- Fixed an issue where changing the Image values was causing the render to restart
When using render region, the render is rendering more samples than the one set on the kernel. This is happening when using the Octane render region, after using the modo one.
Yes, that is the expected behavior with Octane 3.0.

Paul