@Steven: I can change the samples to max 64k, but haven´t tested it. I think when i double the sample, in this case to 20k, it should noise free. It depends from scene to scene. Indoors with less light sources are always slower. An outdoor render will be faster...
@Toonafish: Sorry, not available to download. Must integrate the environment which is set in this image via the sourcecode. Than i will start a closed beta... @Stefan: Have tested some things and found the problem. The problem is, that each mesh is added to a groop. If you have 20 meshes, the group has 20 input pins. Each pin will need some time to evaluate or whatever. When i merge the whole scene in one mesh, so that i have only one pin in the group, then i have nearly the same speed as in the standalone. One problem here is, that each mesh can only have one uv map. An other problem is, if you have an envelope, the whole merged mesh must be submitted again for each frame. This is why i use multiple meshes, i check if the mesh has an envelope, then i submit only this mesh. An other nice feature here is, i have a check if only the srt is animated/changed. If the srt matrix is changed, i send only this matrix to Octane to make the calculation on the gpu. So you can move, scale or rotate each mesh, without to submit it. I can also send more than one matrix to Octane. Octane will then dublicate the mesh with the matrix information. It´s a scatter. But here is the price the renderspeed. Hope that Otoy will find a solution to speedup the process... Stephan 2013/2/20 Stefan Kubicek <[email protected]> > Your last post looks realy cool after 1hr. My internal version uses nearly >> the double of the time as the standalone, Don´t know why... >> > > I believe to remember that there used to be (or still is) an issue where > it was taking considerable > amounts of CPU time to copy the updated internal image from the renderer > to the Softimage render window. > Afaik this only affected render windows but not the Render region (or vice > versa?) > Maybe this is slowing your "internal" version of the render down? Have you > tried updating the Render Window less frequently > and see if that speeds up the total render time? > > I think I also remember that copying one large chunk of data to the window > is slower than copying many small chunks. > > > Stefan >

