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scene evaluation too long!!!
Posted: Wed Nov 16, 2016 12:29 am
by Julien
I found scene evaluation way too long on heavy scenes. Up to 30 - 40 min ?!....
I've got a 12 core double processor hyperthreaded which gives 48 cores to calculate but only one is used when 3dsmax is performing scene evaluation.
Why? Can this be fixed ? it would save a lot of time !!!!
Thanks
Julien
Re: scene evaluation too long!!!
Posted: Wed Nov 16, 2016 12:47 am
by Elvissuperstar007
I also wrote about it, I have rendered animation of 20 seconds, and loading of 20 minutes ..that complete nonsense
Re: scene evaluation too long!!!
Posted: Wed Nov 16, 2016 1:38 am
by haze
Can you give us some detail on what you are rendering? As a start, we would try to figure out if it is the plugin or Octane core that is taking the longest, and then find out why
Re: scene evaluation too long!!!
Posted: Wed Nov 16, 2016 4:54 am
by Elvissuperstar007
Re: scene evaluation too long!!!
Posted: Wed Nov 16, 2016 5:03 am
by voltaire585
Same, i thought it had crashed but after i went had a coffee it was back on. Ill have a look at what scenes its happening on also.
Re: scene evaluation too long!!!
Posted: Fri Nov 18, 2016 4:42 am
by marka2
Yeah I've been experiencing the same problem too. My scenes take also a lot longer to evaluate when I use proxies (idk what's the reason behind it).
Re: scene evaluation too long!!!
Posted: Sat Nov 19, 2016 5:08 pm
by thanulee
Julien wrote:I found scene evaluation way too long on heavy scenes. Up to 30 - 40 min ?!....
I've got a 12 core double processor hyperthreaded which gives 48 cores to calculate but only one is used when 3dsmax is performing scene evaluation.
Why? Can this be fixed ? it would save a lot of time !!!!
Thanks
Julien
Way too unacceptable after all those octane versions and these type of DEAD BASIC issues still exist. Doesnt matter what the scene is, if its 40m hair or 100m unique objects this is 48 threads we are talking about. Scene should evaluate in 2-3 minutes tops.
Re: scene evaluation too long!!!
Posted: Sat Nov 19, 2016 6:21 pm
by coilbook
Can it be paralllel samples loading if you set them to the max 16
Re: scene evaluation too long!!!
Posted: Thu Nov 24, 2016 9:18 pm
by coilbook
please read this post
viewtopic.php?f=24&t=57474&p=296204#p296204
Hopefully you can get this added to 3ds max so stuff like fly through cameras, etc wont have to reload the whole scene every frame making rendering very very slow
" Strange for me is fine...
If I do it similar scene as you have and I set the static tree as scatter they load one time on the first frame only if I have set as reshapable they load for each frame. and my car is set at movable proxy they are load only on the first frame and they Octane load only the transforms.
If I have animated instance so animated tree and I add reshapable they are load for each frame.
and my render setting are set as "animation mode" "Movable proxies" to recognize the settings. I use the Maya plug.
Of course doesn't work with our farm with deadline cause deadline load the always the scenes but this is not Octane problem.
This feature you describe is only implemented in Maya and Blender plugins. It is just not implemented in 3ds Max plugin. So, there is no way in current versions of 3ds Max plugin to fine-tune which meshes and how exactly they are reloaded/not-reloaded between frames during batch animation rendering. This is the root of coilbook's problem...
Here is this feature explained for Maya plugin:
https://docs.otoy.com/manuals/products/ ... try-types/
Here is for Blender:
https://docs.otoy.com/manuals/products/ ... try-types/"