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Drop in OpenGL Interactivity with Octane [using demo plugin]
Posted: Thu Dec 03, 2015 2:35 pm
by MrFurious
I'm checking out the octane demo plugin for Modo and I noticed quite a severe drop in opengl interactivity when translating objects with IPR open. In my attached video it's perfectly fine when using the native modo render panel, nice and fast.. but slows down a lot with Octane IPR is running. Is this something 'inherent' in the plugin or something that can maybe be fixed.. or maybe something I'm doing wrong!?
Re: Drop in OpenGL Interactivity with Octane [using demo plugin]
Posted: Thu Dec 03, 2015 10:13 pm
by face_off
Hi Dino. If you have a lot of Modo Mesh items in the scene with Live Geometry Update ENABLED, then each time you move an item, the plugin needs to iterate over every Mesh item to see if it has moved (ie. to see if the Mesh item transform has changed) - and accessing all the Mesh items in Modo via the Modo API is causing the lag. The solution is to untick all the Live Geometry Update boxes of Mesh items you don't want to move, and then refresh the Octane Viewport.
Paul
Re: Drop in OpenGL Interactivity with Octane [using demo plugin]
Posted: Thu Dec 03, 2015 10:26 pm
by MrFurious
Thanks Paul.
There are basically only 2 items in the scene, a house and a tree (the house is comprised of 10 or so parts though so I suppose you could consider that I have 10 or so objects in the scene... still not 'many' items, just a few.
I tried merging all the house parts so essentially I only have 2 mesh items in the scene: a house and a tree. Same slow openGL interactivity.
"...The solution is to untick all the Live Geometry Update boxes of Mesh items you don't want to move, and then refresh the Octane Viewport"
I'm relatively new to modo, how do I do this?
UPDATE: I found how to disable 'Live Geometry Update' in the mesh properties tab. So now I only have 2 mesh items in my scene, and only the tree item has 'live geometry update' active. Same issue persists..
Thanks,
Dino.
Re: Drop in OpenGL Interactivity with Octane [using demo plugin]
Posted: Thu Dec 03, 2015 10:48 pm
by face_off
Hi Dino - are you using separate graphics cards for your Windows display and for Octane rendering? If you are using one card - then obviously there will be a drop in OpenGL performance during Octane rendering. It is recommended you run a separate graphics card (your on-board graphics adapter for example) as the Windows display adapter.
Paul
Re: Drop in OpenGL Interactivity with Octane [using demo plugin]
Posted: Thu Dec 03, 2015 10:52 pm
by MrFurious
Yes I have a geforce GTX590 dual gpu card dedicated to driving my monitors and not used for cuda (cuda disabled for this card at driver level)
I have the scene if you would care to check it on your system. This is too slow I think considering it's only 2 items in the scene.
Re: Drop in OpenGL Interactivity with Octane [using demo plugin]
Posted: Thu Dec 03, 2015 10:59 pm
by face_off
Thanks Dino - I'll take a look later today.
Re: Drop in OpenGL Interactivity with Octane [using demo plugin]
Posted: Thu Dec 03, 2015 11:19 pm
by createvfxinc
Dino - I downloaded the scene and tested things out on my system and Octane is fast / zippy with live update active for all items.
Windows 8.1 64bit
dual display
5960 i7 4.2 Ghz
2x GTX 980
I've got Octane's cuda settings set to device 1 use priority and have the render priority set to medium. Everything seems fine here with both Octane performing well and updating regularly, as well as the Modo 901 viewport set to Advanced and performing really well.
Re: Drop in OpenGL Interactivity with Octane [using demo plugin]
Posted: Thu Dec 03, 2015 11:49 pm
by MrFurious
Thanks Paul. I've been using Octane for Lightwave for some time now but looking to migrate to another package and the 2 I have my eye on are Modo and Cinema 4D so I'm wanting to see which has the best integration to help me make a decision on which way to go. At this point I'm leaning more towards Modo but the slow openGL updates is a big minus.
Here's what I'm used to in Lightwave:
just dropped in the model, all default settings.
This is how it looks in C4D, all default settings:
Really fast openGL updates there... seems odd Modo is slow. Maybe something in the program settings? (tried just about everything I can think of though)
Cheers,
Dino.
Re: Drop in OpenGL Interactivity with Octane [using demo plugin]
Posted: Fri Dec 04, 2015 12:21 am
by MrFurious
Thanks createvfxinc I think Octane itself if pretty zippy on my system too but It's more the slow openGL updates that bothers me. I was thinking maybe it's to do with me using a demo vs the latest build?
Re: Drop in OpenGL Interactivity with Octane [using demo plugin]
Posted: Fri Dec 04, 2015 12:29 am
by createvfxinc
MrFurious wrote:Thanks Paul. I've been using Octane for Lightwave for some time now but looking to migrate to another package and the 2 I have my eye on are Modo and Cinema 4D so I'm wanting to see which has the best integration to help me make a decision on which way to go. At this point I'm leaning more towards Modo but the slow openGL updates is a big minus.
Dino.
Hey Dino - It was me that responded and not Paul, although I'm sure he'll review the file you posted. I have to say that I'm not seeing the viewport speed in Modo that you're seeing in either of the other two apps. The viewport seems to update quickly in Modo once things have come to a stop (e.g. moving the tree to a new position). The frame rate is chuggy I agree. Based on what I'm seeing on my end as well, the Octane viewer in Modo is definitely not as fast as what you've shown in the other two videos (Lightwave / C4D).