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Re: Beta 2.2 RC1: Blender Export Script testing thread

Posted: Sat May 22, 2010 7:57 pm
by radiance
ROUBAL wrote:@enricocerica : OK, thank you for your response. I will wait for RC3.

Thanks to the script, I am currently rendering an animation test of 35 frames with an animated character.

Beside the fact that I have a problem of focus with the camera (I still have to check some things before reporting about it precisely), I am really disappointed (But I had the fear that it would happen) by the loading time of each frame.

For a simple scene of 290MB (only the character (detailed model) and a ground plane, with raw materials only and no texture loaded), it requires 124 seconds per frame of loading on my GTX 260 in a X-Pander box, versus 4 seconds of rendering at 32s/px.

This mean that at 992 samples per pixel, the loading time is equal to the rendering time ! If you consider that I plan to purchase some bigger graphic cards to manage scenes up to 1.5 GB at least, even with more computing cores, the total treatment of each frame will be really huge, almost only due to the loading of the obj and materials ! :cry:

For animations, the gain of time during the interactive setup process of materials seems to be sadly compensated by the very slow loading process of each frame.

I hope that there is or will be a solution to that problem, because this could pull me back to CPU rendering...
A CPU renderer needs to do the exact same thing, it also needs to load/parse/voxelise.
You won't see any difference there, it will just take the same time to start rendering, and then take 20x as long to render the frame.

Radiance

Re: Beta 2.2 RC1: Blender Export Script testing thread

Posted: Sun May 23, 2010 11:41 am
by ROUBAL
A CPU renderer needs to do the exact same thing, it also needs to load/parse/voxelise.
So, I think that the frustration comes from the fact that the loading process is very visible when using an exporter and Octane, while it is often hidden in CPU rendering, And also because I never used an external render engine for animation before.

Added to that, it is a matter of time ratio load/render. Octane is so fast that waiting between frames seem endless :)

Re: Beta 2.2 RC1: Blender Export Script testing thread

Posted: Sun May 23, 2010 11:52 am
by radiance
ROUBAL wrote:
A CPU renderer needs to do the exact same thing, it also needs to load/parse/voxelise.
So, I think that the frustration comes from the fact that the loading process is very visible when using an exporter and Octane, while it is often hidden in CPU rendering, And also because I never used an external render engine for animation before.

Added to that, it is a matter of time ratio load/render. Octane is so fast that waiting between frames seem endless :)
afaik currently when relinking a frame during animation the object is loaded twice (old version from OCS, new version relinked),
i'll fix that today, so it should be a bit faster.

Radiance

Re: Beta 2.2 RC1: Blender Export Script testing thread

Posted: Mon May 24, 2010 2:35 am
by radiant
hey am sorry if this had been brought up. But when i want to render the animation there is a message in red say

space in octane project path.

When i have have it a path for the project to go to.

Thanks

Radiant

Re: Beta 2.2 RC1: Blender Export Script testing thread

Posted: Mon May 24, 2010 6:46 am
by enricocerica
radiant wrote:hey am sorry if this had been brought up. But when i want to render the animation there is a message in red say

space in octane project path.

When i have have it a path for the project to go to.

Thanks

Radiant
You just can't have space in the project or image output path. This is also the case for the project name but the script automatically fix it by replacing the space by an underline character.

Re: Beta 2.2 RC1: Blender Export Script testing thread

Posted: Mon May 24, 2010 9:11 am
by radiant
enricocerica wrote:
You just can't have space in the project or image output path. This is also the case for the project name but the script automatically fix it by replacing the space by an underline character.
[/quote]

nah lol i do have a directory put in to all of the options but it still says "Space in octane path"

Re: Beta 2.2 RC1: Blender Export Script testing thread

Posted: Mon May 24, 2010 9:49 am
by enricocerica
radiant wrote:
enricocerica wrote:
You just can't have space in the project or image output path. This is also the case for the project name but the script automatically fix it by replacing the space by an underline character.
nah lol i do have a directory put in to all of the options but it still says "Space in octane path"[/quote]

Sorry, I can't see what you mean, could you upload a screenshot ?
Thanks

Re: Beta 2.2 RC1: Blender Export Script testing thread

Posted: Mon May 24, 2010 11:25 am
by ROUBAL
@enricocerica : Hi, you may have read my worries about the long exporting/loading delay between frames when rendering animations. As the loading time seems difficult to decrease, do you think that an improvement of the exporting time could be possible ?

Best regards,

Philippe.

Re: Beta 2.2 RC1: Blender Export Script testing thread

Posted: Mon May 24, 2010 11:48 am
by radiant
Image

Re: Beta 2.2 RC1: Blender Export Script testing thread

Posted: Mon May 24, 2010 11:51 am
by [gk]
i see 2 places with spaces. Maybe you need to go check your eyes?
:)