First frame lighting different from the rest

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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daabomb101
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Hey, so I'm using version 1.52.1, and I'm having an issue where on the first frame of my render, the lighting looks very different from the rest of the animation.

It's almost like the diffuse depth is cranked on the first frame, and for the rest it's ignored.

Anyone else having this problem? Check out the difference between the first and second frames. The light comes through the cracks on the first, and then for the rest of the animation, it doesn't, and the shadows are much stronger.
Attachments
SWING TIGHT 001_0000.jpg
SWING TIGHT 001_0001.jpg
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aoktar
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maybe a problem on render settings. Can you try with overwrite kernel option?
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daabomb101
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aoktar wrote:maybe a problem on render settings. Can you try with overwrite kernel option?
Thanks, I really appreciate the quick response! Unfortunately, I enabled overwrite kernel with the default direct lighting settings and I'm getting the same thing.

I'll test on a different version of the plugin, and on a different machine.
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aoktar
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ok, can you send me your scene tomorrow or next day
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daabomb101
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aoktar wrote:ok, can you send me your scene tomorrow or next day
I tried it out on C4D R14 (rather than 15) where I had version 1.00 RC1 installed, and it didn't have the difference on the first frame.

The funny thing is, I actually like the way that it looks on the first frame better, with the light coming through the cracks. Any idea what's going on?

here's the scene: https://www.dropbox.com/s/q20t0a6nzd342 ... t_0001.c4d
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aoktar
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ok, i'm not on a desktop for doing render tests. But i take a look to your scene. I see that you haven't use full potential of plugin. There is some advicese for you:

-There are many many texture assignment tags on a object. This will slow down the preperation process. It's better to use less texture tags on objects.
-Also use render instance as possible as.
-Leaks of lighting sounds to me a problem on ray epsilon value. try to lower that.
-Also try other render methods except "full send scene data". It provides to refresh only changed geometries for every frames.
So you can render much faster
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daabomb101
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Joined: Sat Jun 15, 2013 12:51 am

aoktar wrote:ok, i'm not on a desktop for doing render tests. But i take a look to your scene. I see that you haven't use full potential of plugin. There is some advicese for you:

-There are many many texture assignment tags on a object. This will slow down the preperation process. It's better to use less texture tags on objects.
-Also use render instance as possible as.
-Leaks of lighting sounds to me a problem on ray epsilon value. try to lower that.
-Also try other render methods except "full send scene data". It provides to refresh only changed geometries for every frames.
So you can render much faster
Thanks a ton! I thought high poly models would slow preparation, but I didn't know that multiple texture assignments would.

As far as the first frame rendering a different epsilon value than the rest of the frames -- this seems like a bug, as it doesn't happen with this scene on an earlier version of the plugin. I'm going to test on my PC tonight (currently on mac) with a different graphics card, and I'll let you know if anything changes. Thanks again!
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aoktar
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daabomb101 wrote:
aoktar wrote:ok, i'm not on a desktop for doing render tests. But i take a look to your scene. I see that you haven't use full potential of plugin. There is some advicese for you:

-There are many many texture assignment tags on a object. This will slow down the preperation process. It's better to use less texture tags on objects.
-Also use render instance as possible as.
-Leaks of lighting sounds to me a problem on ray epsilon value. try to lower that.
-Also try other render methods except "full send scene data". It provides to refresh only changed geometries for every frames.
So you can render much faster
Thanks a ton! I thought high poly models would slow preparation, but I didn't know that multiple texture assignments would.

As far as the first frame rendering a different epsilon value than the rest of the frames -- this seems like a bug, as it doesn't happen with this scene on an earlier version of the plugin. I'm going to test on my PC tonight (currently on mac) with a different graphics card, and I'll let you know if anything changes. Thanks again!
yes, can be a bug.
Btw, usage of so much texturetags will slow down. It have to iterate all tags and fill the all faces with partial assingments. in you sample, you have many tags, but only have a few materials. you can assing one material with a texture tag
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daabomb101
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Joined: Sat Jun 15, 2013 12:51 am

aoktar wrote:
daabomb101 wrote:
aoktar wrote:ok, i'm not on a desktop for doing render tests. But i take a look to your scene. I see that you haven't use full potential of plugin. There is some advicese for you:

-There are many many texture assignment tags on a object. This will slow down the preperation process. It's better to use less texture tags on objects.
-Also use render instance as possible as.
-Leaks of lighting sounds to me a problem on ray epsilon value. try to lower that.
-Also try other render methods except "full send scene data". It provides to refresh only changed geometries for every frames.
So you can render much faster
Thanks a ton! I thought high poly models would slow preparation, but I didn't know that multiple texture assignments would.

As far as the first frame rendering a different epsilon value than the rest of the frames -- this seems like a bug, as it doesn't happen with this scene on an earlier version of the plugin. I'm going to test on my PC tonight (currently on mac) with a different graphics card, and I'll let you know if anything changes. Thanks again!
yes, can be a bug.
Btw, usage of so much texturetags will slow down. It have to iterate all tags and fill the all faces with partial assingments. in you sample, you have many tags, but only have a few materials. you can assing one material with a texture tag
thanks, you are absolutely right. that sped up the scene by an order of magnitude!

that happened originally because I had used connect and delete on a the model, which is very high poly, and every brick was a separate object, so it duplicated the texture and created a selection tag for each brick. I was concerned that the mapping wouldn't look as nice if I deleted all of that, but cubic mapping of that same texture looks just as good.
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aoktar
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ok, i can take a look for speed improvements for that before releasing version 2.0
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