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Quick preview rendering

Posted: Wed Jun 03, 2020 4:05 pm
by sreinger
Hello first.
I try to render a fast preview and want only white objekts. I tried the "Info Kernel" -> Type: Ambient Occ.
I reduced the subdivision (read it in this forum) on level 1. So i have 11 million triangles.
I take the same options from my live viewer to the render options. On live viewer octane rendering big screen in only 1 second !!
Final render takes 7 second per frame for a little picture :(
too long for me, i want only very very fast raw preview.

whats wrong here ?

Re: Quick preview rendering

Posted: Wed Jun 03, 2020 4:24 pm
by aoktar
Post render log outputs from Console window, press shift+F10 to open it

Re: Quick preview rendering

Posted: Wed Jun 03, 2020 6:22 pm
by sreinger
aoktar, nice to hear you.

Not easy this time, my Cinema crash often because this scene is too large. It freezed a lot.
Before i start render, i delete all meterials.

Internal failure in Python...
Loaded Octane DLL:OctaneRender 4.05 version:4050000 SDK:4.05
Internal failure in Python...
Octane Render for Cinema 4D V4.05-R7 built for:170 C4D vers:17055
Internal failure in Python...
C4D:17055 comp:[WORKSTATION] OS:[WINDOWS 64 BIT] Windows 10, 64 Bit, Professional Edition (build 18363) opengl:460 sysInfo:32 versType:0
Internal failure in Python...
CPU:[G, stepping 1, model 15, instruction family 6] speed:3.2 GHz numOfCpu:16
Internal failure in Python...
Plugins:[addons advanced render alembic archigrass bitmapfilter bpexchange browser ca ca2 cineman clothilde collada14 collada15 colorchoosergui compositing dwg dwgobjects dynamics exchanges expressiontag fbx hair houdiniconfig houdiniengine iges io_obj i_skp licenseserver metrics mocca model mograph motioncam motiontracker newman objects okino onlinehelp onlineupdater openexr python relaxuv sculpt sculptbrushes shader sketch sky sla spacemouse teamrender texturemanager thinking particles tpoperators walkth
rough xpressocore xtensions c4dOctane-R17 HDRI Browser ]
Internal failure in Python...
Internal failure in Python...
Internal failure in Python...
Internal failure in Python...
Internal failure in Python...
VRAM used/free/max:0Kb/11Gb/11Gb Out-of-core used:0Kb RAM used:13.641Gb total:63.91Gb OpenGL free/total:0/0

FRAME:410 fps:30
docFrame:410 edRender:0 curFrame:410 From:410 To:1130 rFps:30 docFps:30
Total time:61739.215 ms. Estimated time:1778089.389 ms.
--------------------------- EXPORT LOG ---------------------------
Export materials time= 40.746 ms
Collect objects time= 31.598 ms
Mesh creation time = 4243.927 ms.
MB:0/0 ST/MOV:0/1299 Nodes:3019 Tris:25.993m DispTris:0 Hairs:0 Meshes:2k
Textures Grey8/16:0/0 Rgb32/64:0/1
VRAM used/free/max:4.115Gb/4.283Gb/11Gb Out-of-core used:0Kb RAM used:26.904Gb total:63.91Gb OpenGL free/total:0/0
renderTM:0.384sec. totalTM:72.698sec.

FRAME:411 fps:30
MB:0/0 ST/MOV:0/1299 Nodes:3022 Tris:25.993m DispTris:0 Hairs:0 Meshes:2k
Textures Grey8/16:0/0 Rgb32/64:0/1
VRAM used/free/max:4.115Gb/4.283Gb/11Gb Out-of-core used:0Kb RAM used:28.044Gb total:63.91Gb OpenGL free/total:0/0
renderTM:0.344sec. totalTM:3.093sec.

FRAME:412 fps:30
MB:0/0 ST/MOV:0/1299 Nodes:3023 Tris:25.993m DispTris:0 Hairs:0 Meshes:2k
Textures Grey8/16:0/0 Rgb32/64:0/1
VRAM used/free/max:4.353Gb/4.051Gb/11Gb Out-of-core used:0Kb RAM used:27.465Gb total:63.91Gb OpenGL free/total:0/0
renderTM:0.344sec. totalTM:1.254sec.

FRAME:413 fps:30
MB:0/0 ST/MOV:0/1299 Nodes:3024 Tris:25.993m DispTris:0 Hairs:0 Meshes:2k
Textures Grey8/16:0/0 Rgb32/64:0/1
VRAM used/free/max:4.353Gb/4.051Gb/11Gb Out-of-core used:0Kb RAM used:27.423Gb total:63.91Gb OpenGL free/total:0/0
renderTM:0.357sec. totalTM:1.348sec.

FRAME:414 fps:30
MB:0/0 ST/MOV:0/1299 Nodes:3025 Tris:25.993m DispTris:0 Hairs:0 Meshes:2k
Textures Grey8/16:0/0 Rgb32/64:0/1
VRAM used/free/max:4.353Gb/4.051Gb/11Gb Out-of-core used:0Kb RAM used:27.412Gb total:63.91Gb OpenGL free/total:0/0
renderTM:0.339sec. totalTM:1.331sec.

FRAME:415 fps:30
MB:0/0 ST/MOV:0/1299 Nodes:3026 Tris:25.993m DispTris:0 Hairs:0 Meshes:2k
Textures Grey8/16:0/0 Rgb32/64:0/1
VRAM used/free/max:4.353Gb/4.051Gb/11Gb Out-of-core used:0Kb RAM used:27.434Gb total:63.91Gb OpenGL free/total:0/0
renderTM:0.344sec. totalTM:1.254sec.

FRAME:416 fps:30
MB:0/0 ST/MOV:0/1299 Nodes:3027 Tris:25.993m DispTris:0 Hairs:0 Meshes:2k
Textures Grey8/16:0/0 Rgb32/64:0/1
VRAM used/free/max:4.353Gb/4.051Gb/11Gb Out-of-core used:0Kb RAM used:27.508Gb total:63.91Gb OpenGL free/total:0/0
renderTM:0.335sec. totalTM:1.355sec.
very interesting, it is 26million polygons and in previewer only 14mio. I dont know why. when i deactivate all subdivisions, i have 11,8mio in previewer and 18mio in renderer. :shock:

Re: Quick preview rendering

Posted: Wed Jun 03, 2020 6:30 pm
by aoktar
Subdivisions have different parameters for editor and render, because of this have different triangles amount. Also some other objects can have the same behavior.

Also what you see in LV times is just render time without scene preparation and prepare to the renderer.

Re: Quick preview rendering

Posted: Wed Jun 03, 2020 6:43 pm
by sreinger
Ok, but the scene preparation is only the first image, here it is 85 sec.
not problem.
but following images need 6 sec. to render but only 1 sec. in LV.
Irradiance mode not faster. Do you mean, that 6 sec. is minimum to render an image? Octane not faster ?

When i render my scene without octane, normal Cinema Renderer, an image needs only 1 sec. to render. Without light, texture and antialaising.
i think in this case, the cinema renderer is better for fast preview.

But i want to understand how it is possible to make ultra fast pre rendering with octane in irradiance or info kernel mode.
Yes, i have all subdivisions on level 2 ! editor and renderer

Re: Quick preview rendering

Posted: Wed Jun 03, 2020 8:19 pm
by aoktar
sreinger wrote: but following images need 6 sec. to render but only 1 sec. in LV.
Irradiance mode not faster. Do you mean, that 6 sec. is minimum to render an image? Octane not faster ?
Seems like you didn't try a different scene for testing. Of course you can render at 1 sec, it depends to many factors. How heavy for preparations, and updated things between frames. It will help you that spending some attention to where it's busy mostly. Try to optimize these parts.