I'm actually working with a little bit complex scene of about 15 M triangles, about 5G RAM used, and about 250 different octane materials.
I'm working with version 2.16.2, with a GTX 750 2G dedicated not to render but only for the GUI, for rendering I use "only" a Titan 12G.
So the problem that I have noticed is that meanwhile the scene is rendered on Live Viewer, the GUI interface several times is blocked for about 30-40 seconds (where I read on the line status of the LV "generate mesh data" or "generate istance object xxx").
Since this fact is very tedious I ask you some suggestions, perhaps I have made some mistake on my settings, that very summarized are:
- resend only updated objects
- faster updates
- large use of Octane object tag
- Render Priority low
or could be a problem related to my GTX 2G video card?
Several stall on the GUI with complex scene
Moderators: ChrisHekman, aoktar
i9-10900x, 96GB DDR4, 2xRTX 2080 TI, ASUS X299 SAGE, Windows 10
http://www.visual4d.it
http://www.visual4d.it
Could you make some tests to understand what is happening on your scene? There can be two possibilities i think. You have object tags on some cloner,etc... So these objects are triggering refresh messages. If some big mesh update occurs, gui will have to wait this process. So test it with 2.22.2 Test3 version and uncheck "syncronisation geo. updates" option. Let me know what happened.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
I've tried your suggested test:
1) on 2.22.2 and unchecked "syncronisation geo. updates" option, nothing changes the GUI is in stall for about 50 seconds
2) deleted some "Octane object tag" placed on some cloner, and on large group of objects. Here the things comes to be better, it stops the GUI only for 15-20 seconds, but still every minute of work I have newly the same stall.
Since the scene is quite big, could be a problem of my video card that have only 2Gb? I have to make a test with a similar scene that not use Octane and see what happen...
1) on 2.22.2 and unchecked "syncronisation geo. updates" option, nothing changes the GUI is in stall for about 50 seconds
2) deleted some "Octane object tag" placed on some cloner, and on large group of objects. Here the things comes to be better, it stops the GUI only for 15-20 seconds, but still every minute of work I have newly the same stall.
Since the scene is quite big, could be a problem of my video card that have only 2Gb? I have to make a test with a similar scene that not use Octane and see what happen...
i9-10900x, 96GB DDR4, 2xRTX 2080 TI, ASUS X299 SAGE, Windows 10
http://www.visual4d.it
http://www.visual4d.it
It will not refresh geometry, if you uncheck "check geometries" option. Let's test it with this option. And last, try to delete all materials. If you have some materials with leaked nodes and big texture, this can cause some lags while trying to reproduce opengl previews.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
ok now it's 4 am here but perhaps I think to have found the problem:
I have in my scene 2 HQ plants with 1.6 M poly each, what is your sugestion to manage this kind of object?
- placing a object tag with uncheck the "update mesh" option?
- or uncheck "check geometries" option?
see your answer tomorrow morning..zzzzzzz
I have in my scene 2 HQ plants with 1.6 M poly each, what is your sugestion to manage this kind of object?
- placing a object tag with uncheck the "update mesh" option?
- or uncheck "check geometries" option?
see your answer tomorrow morning..zzzzzzz
i9-10900x, 96GB DDR4, 2xRTX 2080 TI, ASUS X299 SAGE, Windows 10
http://www.visual4d.it
http://www.visual4d.it
..now I'm newly awake.. could you close your useful note giving the last suggestion on how to manage these large poly count elements?
Thanks a lot.
Luca
Thanks a lot.
Luca
i9-10900x, 96GB DDR4, 2xRTX 2080 TI, ASUS X299 SAGE, Windows 10
http://www.visual4d.it
http://www.visual4d.it
I depends to your need or how you work on scene.
I need to know what are you trying to do? "update mesh" option is not working as i see.
Where/how are you using this trees? Under a cloner with some effectors? And why do you use a object tag on trees?
I need to know what are you trying to do? "update mesh" option is not working as i see.
Where/how are you using this trees? Under a cloner with some effectors? And why do you use a object tag on trees?
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
..yes sorry my question was stupid.
Now the things seems to go in right way, deleting the object tag not necessary after have oplacing the trees, I have no more stall also if I am around the limit of 19M triangles.
Speaking of polygons (not triangles) what is the actual Octane limit?
Thanks for your support and your great work aoktar.
Luca
Now the things seems to go in right way, deleting the object tag not necessary after have oplacing the trees, I have no more stall also if I am around the limit of 19M triangles.
Speaking of polygons (not triangles) what is the actual Octane limit?
Thanks for your support and your great work aoktar.
Luca
i9-10900x, 96GB DDR4, 2xRTX 2080 TI, ASUS X299 SAGE, Windows 10
http://www.visual4d.it
http://www.visual4d.it
Nice to see that you have some succes. If we speak about polygons, they can have 1 or more triangles as you know. And Octane uses the triangles not polygons. So limit is about 19 millions triangles, because of this you should check triangles counts.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw