I'm running into an issue where -- when distributing a shot across multiple machines via deadline (ie: 10 frames per computer) I get a 'twitch' that occurs on the first frame each computer completes. It seems to be related to my cached simulation (only simulated items give this twitch)
Also, this is only occurring when transform/vertex motion blur is enabled. I'm trying to figure out if this is simply a limitation of using the simulation cache, or if Octane needs to somehow be told to start looking at previous frames for vertex motion blur.
After a quick search, I did find a thread discussing a similar topic: viewtopic.php?f=30&t=63499
My simulated objects DO also have displacement deformer on them. The rest of the frames render absolutely fine, it's only the first frame that a computer picks up to render causing this 'twitch' (not fully loaded cache?)
I'm sure I could bake everything down to keyframes and it would work just fine, but... I'm trying to retain edit-ability and keep that step out of the workflow.
Thanks ahead of time for any input/assistance!
Network Render - Cached Simulation 'twitch'
Moderators: ChrisHekman, aoktar
Open console window and start a render in your local PC's picture viewer. You can follow process there. It will be same for first frames of each rendering buckets. This is same for teamrendering or batch renderings. Each machine has to evaluate scene at start. Octane netrender is better in case, because it uses the evaluated octane data which comes from master.
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