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Truck animation for Octane 2.0

Posted: Mon Jul 07, 2014 10:23 am
by slepy8
Yo!

Is there a chance to get an explanation on how the "octane 2.0 truck animation" was done?
Some idea of workflow, scene preparation, render passes?

I think a lot of us could have a nice lesson on using Octane more efficiently.
I'm still having crashes with large area scenes in cinema 4D and I'm always trying to figure out what I'm doing wrong. :)

Re: Truck animation for Octane 2.0

Posted: Mon Jul 07, 2014 12:48 pm
by aoktar
possible, displacement is your problem. Also use renderinstances as much as possible. Total polygon limit is 26 million. Use objecttags for all necessary objects. It allow to send seperated meshes, this decreases ram requirements on export processes.

Re: Truck animation for Octane 2.0

Posted: Mon Jul 07, 2014 2:55 pm
by slepy8
Okay Ahmet,

but does 28mln polycount limits render instances too?

Like in the post about my yacht scene - I use "render instances" and now after decreasing amount of clones scene renders. Before it crashed.
Should I use objecttag for this cloner?

Re: Truck animation for Octane 2.0

Posted: Mon Jul 07, 2014 3:07 pm
by aoktar
no, you can use 1000*26million with render instances if you want.