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Storing frames in system RAM for animation ?

Posted: Thu Jan 14, 2010 9:36 pm
by Sam
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 :mrgreen:)

Re: Storing frames in system RAM for animation ?

Posted: Fri Jan 15, 2010 12:59 am
by N30N
There are already many fine flip book applications available (such as the one you mentioned), I see no reason to roll one into Octane. Being able to launch your flip book of choice automatically upon completion makes sense though.

Re: Storing frames in system RAM for animation ?

Posted: Fri Jan 15, 2010 7:48 am
by Sam
But im speaking about something like the new picture viewer in Cinema 4D release 11.5

See http://www.maxon.net/products/new/cinem ... iewer.html
Under Scrub Sound and Play Back Animation

It say "The new RAM Player lets you step through or play back the frames in an animation that have already been finished"
But Octane could allow play back of frames NOT finished, when you hit play it render each frames a little bit, and the more you play a region the more it render ?
Could be great to check long animations in specific ZONES without exporting any files.

Its not quite the same than old flipbooks.
Also in the futur with the GPU evolution it could be very fast, almost realtime who knows.

Re: Storing frames in system RAM for animation ?

Posted: Fri Jan 15, 2010 7:55 am
by Sam
It would be as easy (for the user) as opening a floating window called preview or ram player.
Choose camera from dropdown menu, and hit play, or move the time slider to anywhere in the animation.

No need to export any files.
No need to switch between programs.
Being able to quickly check different area of the same animation
Also it would be different than the viewport because it would allow exporting to files.
Its like if you where moving in the viewport (but using defined camera path) but keeping in memory everything, just like screen recording :mrgreen:

Re: Storing frames in system RAM for animation ?

Posted: Fri Jan 15, 2010 10:59 am
by radiance
Hi,

this is something we might consider adding in the near future.

Thanks,
Radiance

Re: Storing frames in system RAM for animation ?

Posted: Fri Jan 15, 2010 1:07 pm
by Sam
Yeah :mrgreen: You rock !