Page 1 of 1
Check geometries
Posted: Tue Jan 20, 2015 5:58 pm
by martincarlson
What does this mean exactly? Tried finding it in the manual aswell here on the forum. All I see in various theads is that it is very important to have turnen on. Or turned off.
Very confused.
Re: Check geometries
Posted: Tue Jan 20, 2015 6:14 pm
by aoktar
Enables geometry checking for realtime updates. It's meanful if objects have a octane object tag. So you don't use real time updates for geometries and re-calling the renderer for every changes?
Re: Check geometries
Posted: Tue Jan 20, 2015 8:30 pm
by Fluffy
In layman's term, that's the option to enable when you have animated objects and want the animation to be updated in Octane (Octane only refreshes objects that have an Object Tag, with the "Update Mesh" option active).
Re: Check geometries
Posted: Thu Jan 22, 2015 9:55 am
by martincarlson
aoktar wrote:Enables geometry checking for realtime updates. It's meanful if objects have a octane object tag. So you don't use real time updates for geometries and re-calling the renderer for every changes?
I'm having it turned on mostly. And putting object tags to everything. Just not totally sure why I do it or how i t actually works. But thanks for explanation.
Re: Check geometries
Posted: Thu Jan 22, 2015 9:56 am
by martincarlson
Fluffy wrote:In layman's term, that's the option to enable when you have animated objects and want the animation to be updated in Octane (Octane only refreshes objects that have an Object Tag, with the "Update Mesh" option active).
Aha! Thanks!
Re: Check geometries
Posted: Thu Jan 22, 2015 2:29 pm
by aoktar
martincarlson wrote:aoktar wrote:Enables geometry checking for realtime updates. It's meanful if objects have a octane object tag. So you don't use real time updates for geometries and re-calling the renderer for every changes?
I'm having it turned on mostly. And putting object tags to everything. Just not totally sure why I do it or how i t actually works. But thanks for explanation.
Hi, i have tryed to explain this several times on many topics, manuals. You should read object tag, animation rendering parts. But i'll try to explain quickly one more time.
Why we are using attaching object tags to make the objects movable?
Main reason is speed of geometry sending and compilation to gpu for renderer. This operation is much slower than any cpu based renderer. Can takes seconds or minutes on very complex scenes. We are trying to make this as low as possible.
Plugin will check the objects which have object tags. Also try to detect the types of changes. If change of object is a transform then will update only the matrices of objects to avoid refreshing the geometry data. Otherwise will resend all geometry data for current object to renderer. This will take much more time than a update on matrix.
Well, how to do this?
We are exporting this objects as single octane meshes. Each one goes to a indivual meshes to easily modify the related geometry datas without refreshing all other objects. What happens to other objects? I mean the object which have not any tag. All is collected to a single mesh.
you can see the exported structure in Octane node graph. See on Help->Show Octane node graph. It's just for debugging reasons but i'll keep it accesible to users for learning purposes.
see attached image also
Re: Check geometries
Posted: Thu Jan 22, 2015 3:03 pm
by martincarlson
aoktar wrote:martincarlson wrote:aoktar wrote:Enables geometry checking for realtime updates. It's meanful if objects have a octane object tag. So you don't use real time updates for geometries and re-calling the renderer for every changes?
I'm having it turned on mostly. And putting object tags to everything. Just not totally sure why I do it or how i t actually works. But thanks for explanation.
Hi, i have tryed to explain this several times on many topics, manuals. You should read object tag, animation rendering parts. But i'll try to explain quickly one more time.
Why we are using attaching object tags to make the objects movable?
Main reason is speed of geometry sending and compilation to gpu for renderer. This operation is much slower than any cpu based renderer. Can takes seconds or minutes on very complex scenes. We are trying to make this as low as possible.
Plugin will check only objects which has object tags. Also try to detect the types of changes. If changes is on transform then will update only matrices of objects to avoid refresh the geometry data. Otherwise will resend all geometry data for current object to renderer. This will take much more time than a update on matrix.
Well, how to do this?
We are exporting this objects as single octane meshes. Each one goes to a indivual meshes to easily modify the related geometry datas without refreshing all other objects. What happens to other objects? I mean the object which have not any tag. All is collected to a single mesh.
you can see the exported structure in Octane node graph. See on Help->Show Octane node graph. It's just for debugging reasons but i'll keep it accesible to users for learning purposes.
see attached image also
Thank you very much Aoktar! Very educational. I've noticed that sometimes changing UV-values in C4D-material tags does not update fully until I do a "total" resend of the scene. Even if I have an Object Tag on it. Am I missing something? I know I can use the Octane material UV-tools (Transform). But sometimes I rather change it on the material tag rather than on severeal other places in the material.
Re: Check geometries
Posted: Thu Jan 22, 2015 3:08 pm
by aoktar
martincarlson wrote:
Thank you very much Aoktar! Very educational. I've noticed that sometimes changing UV-values in C4D-material tags does not update fully until I do a "total" resend of the scene. Even if I have an Object Tag on it. Am I missing something? I know I can use the Octane material UV-tools (Transform). But sometimes I rather change it on the material tag rather than on severeal other places in the material.
no, it's possible. In a some recent version, i have limited some control algoritms. Because of avoidance fake updates. This makes a side effect as you see. On older version, updates was more sensitive but it was causing to update the mesh data on some render instances, cloners and similar structures. So we haven't work on very complex scenes.