Hi!sbstnc wrote:Hi Guys, Sorry I can;t seem to get the signature to update so it shows specs.
Win10, 4 x GTX1070 hybrids. Have tried combinations of priority, I tried one GPU at a time being low as I wasn't sure I was selecting the correct one. None of the combinations I tried made a difference.
I have a lot of Geo in these scenes, but as the whole scene sits in Octane memory that is why I am curious why there is so much lag when changing light brightness. I don't understand the mechanics of it, so I apologise if my assumptions are in error, but if the mesh emitter/area light is in memory, and I change the brightness, everything happens really slowly even on 4x 1070s. I certainly can NOT interactively drag the slider of a light brightness, I have to type a value, and hit enter, then touch another part of the UI as Octane seems to be one click/tap behind what I am doing. I am now in the habit of setting every value twice just so I can see the update. Sometimes when I update, say, the power of an HDRI in a heavy scene, this doesn't update for more than 2 clicks, so then I go and adjust an area light too bright because the HDRI change has not updated in the LV right away. It's very frustrating.
The simpler the scene, the less this happens. But it doesn't take a lot in the scene for this slowdown to start being a hindrance. I'd post a scene file but this is commercial work and I cannot. But pretty much all my scenes use cloners, can't do lot in C4D without these guys, so if this UI issue is a C4D thing it looks like I have no hopes of seeing a fix soon.
Can you kindly clarify please if I disable the object update, will I be better able to interactively adjust lights? As lights are mesh emitters (geo) I thought this would need to stay on? Or is it not classified as a geo change?
Thanks, and apologies again if I am asking the wrong thing or misunderstand how the engine works.
how big is this hdri? sometimes with big files it get laggy, I notice something similar with 15000*7500px hdri, if you have enough Vram try to disable Out of core textures, so the files are keeped totally in vram, it helped me a little. for the cloners try to optimize, and use istances, note that octane can handle only 1 level of istance, for example, it cannot render an istance of an istance, so avoid to put istanced object inside other object you want to istance.