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save every n samples, for animations

Posted: Wed Jun 06, 2012 11:43 pm
by Proupin
Fprime had something like this: let's say you want to squeeze the max rendering time to render an animation in Octane overnight. In order to optimize time, Octane would render a few samples from each frame, saving each frame along the way, and going back to frame 1 on each iteration, resuming that frame with more samples and so on. Next day you'll end up with the best quality sequence possible for the time you let Octane run.

It would work for stills, saving you from crashes

Re: save every n samples, for animations

Posted: Thu Jun 07, 2012 5:46 am
by glimpse
Proupin wrote:Fprime had something like this: let's say you want to squeeze the max rendering time to render an animation in Octane overnight. In order to optimize time, Octane would render a few samples from each frame, saving each frame along the way, and going back to frame 1 on each iteration, resuming that frame with more samples and so on. Next day you'll end up with the best quality sequence possible for the time you let Octane run.

It would work for stills, saving you from crashes
Haven't heard about this feature, but it would be really nice addition to Octane - sometimes all You know is time..- do some calculations isn't always practical, as it is really hard to evalute or gues, especially for animations.

Re: save every n samples, for animations

Posted: Thu Jun 07, 2012 3:08 pm
by GR1F1TH
sounds interesting except for the fact that you are exponentially increasing loads-to-card which in some of my animations is the bulk of time. The more cards you add to your system the bigger that downtime gets as well.

Re: save every n samples, for animations

Posted: Thu Jun 07, 2012 3:14 pm
by Proupin
Some fundamental things should change in Octane for this to be useful... with the current load times, voxelizing and what not this does not save time at all... this would be doable today if implemented in Octane Power Tools and only for flythroughs...