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Rayfire rendercrash

Posted: Mon Jul 14, 2014 11:40 pm
by nagboy
Hi,

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 :)

Re: Rayfire rendercrash

Posted: Mon Jul 14, 2014 11:51 pm
by Karba
nagboy wrote:Hi,

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 :)
Hi
Thank you for the information. I will check it.

Re: Rayfire rendercrash

Posted: Tue Jul 15, 2014 12:53 am
by coilbook
we had similar problems with rayfire especially when glass cracks and shadow does not look like cracked just solid glass

Re: Rayfire rendercrash

Posted: Tue Jul 22, 2014 10:30 am
by kevinshane
this is no only happen with rayfire objects, but also when importing a realflow mesh bin file or PRT particles mesh(by using Frost)..or even Naiad emp mesh sequence file(whatever file format,they are all will cause this problem,such as alembic animated format ,*.obj sequence format ,or *.emp sequence format)

looks like octane only can "read" the basic animated objects(I don't know how to say,but this type of object, such as an animated character that vertex counts didn't change frame by frame,octane can render the motion blur with no problem..) but can't deal with deform objects(such as obj's poly counts or vertex counts changing every frame)..sorry for my english :evil: also,seems like octane can't read the velocity info,so I think when octane don't know how to produce those objects motion blur(like the fluid simulation obj sequence),so octane just simply crash.. :twisted:

please fix that motion blur problem,it's really important!! Thanks!!