My long term "Ignore Unused Materials" issue

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Delizade
Licensed Customer
Posts: 180
Joined: Thu Oct 18, 2018 10:38 pm
Location: Istanbul

Hello,
1) make a group object under a null and create an instance for it
2) assign materials to child objects under that null
3) repeat this a couple of times
4) use takes to get solo renders for every instance objects

If you activate "ignore unused materials" option, Octane totally ignore materials under null objects.
Frame 2.jpg
grp01.png
grp02.png
grp03.png
But if you use materials for null objects, Octane renders only material for null object.
Frame 1.jpg
grp01_v2.png
grp02_v2.png
grp03_v2.png
Octane does not detect materials in the scene, I guess? Is there any way to fix this?

Here is my short story about the issue:
I have 100 takes and 40 materials (8K textures) in my current project. Every take show single instance object and hide other 99. If I render takes, every take rendering process takes so many times to calculate all materials in the project (about 3-4 minutes).
Before, I had to written 2 scripts to disable and enable materials for active takes. That workflow solved rendering process export materials delay problem, but it has another problem; While I'm working on the project whenever I changed the active take, it activates only materials which are used in current take and Octane LV calculates enabled materials every time. So in this way I'm loosing time too. I lost so many times because of this issue, and I decided to test "ignore unused materials" again. I've tested this 1 year ago and since then I've been using my scripts, sadly. Today I realized that although this setting has some weird behaviors, as I mentioned above, it actually works! But not exactly. If Octane can check active visible objects recursively and detect used materials correctly, my whole pain can be gone.

Thank you
ignore_unused_materials_test.zip
Test scenes
(356.49 KiB) Downloaded 96 times
User avatar
Delizade
Licensed Customer
Posts: 180
Joined: Thu Oct 18, 2018 10:38 pm
Location: Istanbul

Hello again,
My current project has 390 takes. For every take, render process starts after about 50 seconds.
I hope there is a solution for this issue.
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aoktar
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I'm gonna test your scene. Share if you have more scenes.
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3dworks
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interesting, i had the same impression that something is not working with this option. looking forward!
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aoktar
Octane Plugin Developer
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Problem is about how I collect the renderable objects and iterate the used materials. I'm making a change on this. I need some test drive for the fixed builds. PM me if you're interested to put some help on this.
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
User avatar
Delizade
Licensed Customer
Posts: 180
Joined: Thu Oct 18, 2018 10:38 pm
Location: Istanbul

aoktar wrote:Problem is about how I collect the renderable objects and iterate the used materials. I'm making a change on this. I need some test drive for the fixed builds. PM me if you're interested to put some help on this.
This is wonderful news.
Off course.
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