Octane not recognising static/repeat frames
Posted: Thu Jun 15, 2017 12:26 pm
I have a fairly long (1300 frame) sequence that has sections of static pauses (so, the animation only happens on frames 50-120, then frames 500-600, and frames 1000-1150, all the other frames are static pauses).
I have "static noise" checked, and geometry control set to "auto detect", and I've made sure that there is definitely 100% no keyframe/animation-graph movement during the static pauses.
Usually octane will detect that there's no movement and automatically repeat the previous frame until things start moving again, however it's been really sporadic lately in doing this (it will repeat the frame for 6 frames, then will fully rerender the next few frames, then repeat for another 5 frames, then fully render the next frame etc.)
My latest attempt to render, it's not detecting static frames at all, it is fully rendering every single frame (I haven't changed anything in my project since the last time I rendered). This is problematic because my 1300 frame sequence is now unnecessarily taking 6 times longer to render than it did yesterday.
Is this a known limitation in with fairly complex scenes, that octane is unable to detect when there are static frames? Or is there something I might be missing that will correct my issue?
I've scoured the project and there is definitely no movement or animation during the static pauses.
Thanks,
Kyle
I have "static noise" checked, and geometry control set to "auto detect", and I've made sure that there is definitely 100% no keyframe/animation-graph movement during the static pauses.
Usually octane will detect that there's no movement and automatically repeat the previous frame until things start moving again, however it's been really sporadic lately in doing this (it will repeat the frame for 6 frames, then will fully rerender the next few frames, then repeat for another 5 frames, then fully render the next frame etc.)
My latest attempt to render, it's not detecting static frames at all, it is fully rendering every single frame (I haven't changed anything in my project since the last time I rendered). This is problematic because my 1300 frame sequence is now unnecessarily taking 6 times longer to render than it did yesterday.
Is this a known limitation in with fairly complex scenes, that octane is unable to detect when there are static frames? Or is there something I might be missing that will correct my issue?
I've scoured the project and there is definitely no movement or animation during the static pauses.
Thanks,
Kyle