Storing frames in system RAM for animation ?
Posted: Thu Jan 14, 2010 9:36 pm
Hey Octane
I work a lot for archviz animation (90% of everything we do at work include at least one camera move)
and I think Octane will be MUCH faster than doing preview in another 3D package.
Usually at work we disable every materials (except transparency for windows) and keep a clay material.
Then we put very low settings in AO and we render a preview. In that preview we check camera moves and geometry bugs using AO.
But using CPU raytracing its slow, also its taking all our CPU so we cant make anything else while rendering without slowdowns.
Also using Octane for preview is better because we could make final images (with all the materials and light) at low quality instead of AO renders.
Here's what id like to see coming in Octane for animation previewing and why Octane would be perfect for that.
Octane doesn't use system RAM only GPU memory.
Today workstations got plenty system RAM, 4gb is already enough to store frames.
Storing frames in RAM alow faster playback that using hard drives, allow 4K playback wich is not possible without raid.
Having an integrated frame player like DJV Imaging (free http://djv.sourceforge.net/ play 32bit files like EXR/CIN) we use it at work its rock solid
Being able to play, pause, change framerate, turning renderpass ON or OFF
Octane would render a frame for XX seconds or until XX samples are reached and then skip to next frame
The user has full control of quality based on the scene complexity
Would be perfect to have that kind of tool in Octane so you can check animation without leaving the Octane UI.
(saturday saturday saturday
)
I work a lot for archviz animation (90% of everything we do at work include at least one camera move)
and I think Octane will be MUCH faster than doing preview in another 3D package.
Usually at work we disable every materials (except transparency for windows) and keep a clay material.
Then we put very low settings in AO and we render a preview. In that preview we check camera moves and geometry bugs using AO.
But using CPU raytracing its slow, also its taking all our CPU so we cant make anything else while rendering without slowdowns.
Also using Octane for preview is better because we could make final images (with all the materials and light) at low quality instead of AO renders.
Here's what id like to see coming in Octane for animation previewing and why Octane would be perfect for that.
Octane doesn't use system RAM only GPU memory.
Today workstations got plenty system RAM, 4gb is already enough to store frames.
Storing frames in RAM alow faster playback that using hard drives, allow 4K playback wich is not possible without raid.
Having an integrated frame player like DJV Imaging (free http://djv.sourceforge.net/ play 32bit files like EXR/CIN) we use it at work its rock solid
Being able to play, pause, change framerate, turning renderpass ON or OFF
Octane would render a frame for XX seconds or until XX samples are reached and then skip to next frame
The user has full control of quality based on the scene complexity
Would be perfect to have that kind of tool in Octane so you can check animation without leaving the Octane UI.
(saturday saturday saturday
