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Hide geo from camera visibility = massive jump in rendertime

Posted: Thu Oct 27, 2016 12:03 pm
by TheImageFaculty
Hi Paul,
I have a product assembly and I want to generate a shadow pass of the product onto the floor. This shadow will then be comped into the image so that different product configuration can be layered on top.

My workflow has been to check off Camera Visibility on the geometry of the product and then add a diffuse shader to the floor, with the matte option checked.

When do this the MSamples per second drops significantly. For example if I have the whole product visible in a beauty render I get 12 MSamples. in the above scenario this drops to around 2 MSamples. This surprises me as I would have thought there is a lower calculation overhead for a shadow pass only. I can identify that it's when I hide the geo from camera visibility that I get the drop.

I have a work-around right now but am interested to know why this is happening or if I'm doing something wrong.

Modo 901 Svs Pk 3
Octane plugin 3.3.2.111.901

Thanks, Darren

Re: Hide geo from camera visibility = massive jump in rentertime

Posted: Sun Oct 30, 2016 11:17 pm
by face_off
I don't know the answer to your question - it's a specific Octane issue - so I suggest posting the question to the Octane 3.04.2 Standalone thread where the OTOY devs will see it.

A work-around would be to set the visibility of the Modo Mesh item OFF, and then reload the scene into Octane rather than using the Octane Visibility setting.

Paul

Re: Hide geo from camera visibility = massive jump in rentertime

Posted: Tue Nov 22, 2016 11:00 am
by TheImageFaculty
OK Paul, thanks for the suggestion, I will try that out.
Darren