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Crashing with XP Mesher's Velocity to Motion Blur

Posted: Fri Nov 27, 2020 7:15 pm
by james_conkle
Hello All

Transferring motion blur data from a X Particle xpOVDBmesher to an Octane tag consistently crashes my system if the mesher is cached or not. The camera's motion blur can even be turned off, but if it's enabled through vertex speed in the Octane Tag of the mesher it will crash. The mesh is not dense and vram usage is low.

Sometimes it immediately crashes other times I have to move a frame or two before it crashes. Before it errors Octane might render up to 50 frames and the mesh looks distorted in a "pin prick" kind of way...

I've uploaded the bug report and .c4d, I've never done that so please excuse any missing info. I've included the .c4d but not the X Particles cache since it's so big.

I'm using R23.110 & Octane 2020.1.5-R4 X Particles 897 (Latest Sept. 8th) Nvidia Driver 452.06 RTX: OFF nvLINK: OFF

Re: Crashing with XP Mesher's Velocity to Motion Blur

Posted: Sat Nov 28, 2020 3:47 am
by james_conkle
I've also tried the same plugin versions in the latest C4D R21. Same results, but I'm glad to see on the latest Otoy press release that 2021 will have a tighter XP Octane integration with the SDK.

Re: Crashing with XP Mesher's Velocity to Motion Blur

Posted: Sat Nov 28, 2020 6:05 am
by james_conkle
I think I fixed this... I turned down the "M.blur caches [frames]" to 1 and it feels stable for the last 30 min. Even after reading the documentation I'm not clear as to what it does or why I would need to cache 25 frames by default. Or the documentation reads that it will cache the specific frame number in that field but that doesn't make sense either. Oh well it works at least!