As I explained in the 3.0d discussion here I want to show what happens using the new 3.0 lights
With the introduction of instances and movable objects/lights we will experience an heavy performance loss (rendering computation).
This happens also when our lights are visible in the scene but turned off.
This is valid for sun too.
Now the only way to get decent performance from Octane is to use mesh lights, temporarily enable the proxy state to tweak the orientation and then switch it off.
In the case we have to orient many ies lights in different directions we have to use proxy lights but if we have a wall with several pictures we can use one only light material oriented facing the wall and applied to several aligned emitters.
Regards.
pay attention with Octane lights!!!
Forum rules
Please post only in English in this subforum. For alternate language discussion please go here http://render.otoy.com/forum/viewforum.php?f=18
Please post only in English in this subforum. For alternate language discussion please go here http://render.otoy.com/forum/viewforum.php?f=18
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
With suns it doesn't work. Plugin uses only first enabled sun. All other are ignored.gabrielefx wrote:As I explained in the 3.0d discussion here I want to show what happens using the new 3.0 lights
With the introduction of instances and movable objects/lights we will experience an heavy performance loss (rendering computation).
This happens also when our lights are visible in the scene but turned off.
This is valid for sun too.
Now the only way to get decent performance from Octane is to use mesh lights, temporarily enable the proxy state to tweak the orientation and then switch it off.
In the case we have to orient many ies lights in different directions we have to use proxy lights but if we have a wall with several pictures we can use one only light material oriented facing the wall and applied to several aligned emitters.
Regards.
Do you use any other proxies except light sources?
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
many off suns present in a scene will slow down performance, this is valid for every type of light (not mesh)
my tests confirm the issue.
my tests confirm the issue.
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
Hi Karba,Karba wrote:It is impossible.gabrielefx wrote:many off suns present in a scene will slow down performance.
Actually proxy count can affect speed. no matter it is light source mesh or regular mesh.
in slide 01 as you can see I have 3.005 M samples/sec with one single sun visible and ON
in slide 02 I have 2.6 M samples/sec with with all suns visible but only one can emits light
try yourself and put 100 suns in a scene, then move them into a layer and switch it on and off, leave only one sun ON
Let me know what are the performances. If you get the same performances I will send my scene.
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
Are you sure difference was only that suns?gabrielefx wrote:Hi Karba,Karba wrote:It is impossible.gabrielefx wrote:many off suns present in a scene will slow down performance.
Actually proxy count can affect speed. no matter it is light source mesh or regular mesh.
in slide 01 as you can see I have 3.005 M samples/sec with one single sun visible and ON
in slide 02 I have 2.6 M samples/sec with with all suns visible but only one can emits light
try yourself and put 100 suns in a scene, then move them into a layer and switch it on and off, leave only one sun ON
Let me know what are the performances. If you get the same performances I will send my scene.
I tried it with 10 suns, no speed difference.
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
Hi Karba,
you tried with a complex scene?
you tried with a complex scene?
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB