Visibility tag 0% still calculates meshes

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rodross
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So, when something has a visibility tag set to zero, they work just as expected. However, even though they are not in the render, they are still calculated at rendertime. So, a mesh I had 0% visibility on shows no shadow, AO, anything, it's completely invisible in every way, but my rendertime is 2 minutes longer a frame as if they are not hidden at all unless I actually disable them in render on the basic tab (stoplights). So, animating something to become visible is great to be able to do, but you also have to animate the stoplights so they'll truly be ignored when at 0% visibility. Can this be fixed?
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skoeth
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Hi,
i think even cinema native renderer like GI can't "ignore" this hidden objects.
Instead you could use layers, they are compatible with octane.
Only works for hiding objects though, fading from 0 to 100% visibility does not work with that workaround.

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aoktar
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why don't use "hide from render" tick when visibility=0 ?
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rodross
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Well, I have to fade them in; they need to slowly appear. I have already went and disabled both stoplights on the zero visibility key and went one frame ahead and set them back to on. That works fine, but annoying to have to do. I wasn't aware that cinema did this as well. If it can't be helped, it can't be helped and I'll just work around it.
Janman
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The trick I use is to automate the stoplights,
that way the timeline doesn't get cluttered with keyframes.

Put an Xpresso on the object that is fading,
so it hides the object (red stoplights) when visibility hits zero.

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aoktar
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thanks for xpresso. I can hide when visibility=0, but i'm not sure it's safe way to go for all people.

EDIT: Visibility=0 will ignore exporting the objects on next version. I hope that not causes any problems.
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rodross
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Thanks for the setup, I ended up just manually animating the object's stoplights because it only had to happen once.

Ahmet, I'm not sure that's something you have to do if that's just intended behavior. I just thought it might be a bug, so if it's not then that's ok.
rodross
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by the way, I was using C4D visibility tags, not the octane object tag.
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