There is a "bug" in octane when you do the following:
1. Create any rayfire simulation using interactive demolition (where objects gets fragmented just in time during the simulation)
2. Save the finished result using the rayfire cache saver/loader (which is basically a must use for anything other than the simplest of simulations)
3. Trying to render the cached simulation with vertex motion blur will cause an instant crash with octanerender on exactly the frames where geometry changes from non-smashed to smashed.
Rendering without motion blur works fine. Doing simulations without interactive demolition and rendering with vertex motion blur works fine.
What I suspect is happening is that octane gets a bit confused because of geometry changes when objects shatters into pieces. This is bound to be a problem in more cases than rayfire, from realflow for example.
In addition rayfire uses the visibility track to turn on and off visibility when it changes the geometry from nonsmashed to smashed states. It seems there is something strange going on when enough objects set to 0 in the visibility track gets stacked on top of each other. They get visible in the scene, like ghosts.
Link to very simple rayfire cached simulation where the problem with octane is very apparent:
http://1drv.ms/1oW0pj2
To find the exact frames octane will crash you just need to turn on and of the 'Hide Faces' of Invisible Objects checker and scrub a little bit back and forth, you will see the frame where the geometry changes very easily.
Hope something can be done about this in an upcoming release
