OCTANE CLOUD RENDERING (ORC)
We are living in the golden age of cloud render services. We choose these services instead of doing it on our computers where we work with a huge amount of render loads. Thanks to these services, which offer both speed and price advantages, we are able to finish the renders in a few hours which will normally take days on our own computer. Here, Octane Cloud Render (ORC) offers GPU render farm service only for your scenes you created with Octane. If you have a lot of frames to render and you have a tight deadline, you can consider the ORC.
Octane云渲染(ORC)
我们正处在云渲染服务的黄金时代。 我们选择这些服务而不是在我们处理大量渲染负载的计算机上执行这些服务。 由于这些提供速度和价格优势的服务,我们能够在几个小时内完成渲染,通常在我们自己的计算机上需要几天的时间。 在这里,Octane Cloud Render(ORC)仅为使用Octane创建的场景提供GPU渲染场服务。 如果要渲染的帧很多,并且截止日期很紧,则可以考虑使用ORC。
requirements
First, get the necessary information about Octane Render Cloud using this link.
要求
首先,使用此链接获取有关Octane Render Cloud的必要信息。
scene OPTIMIZATION
Before using Cloud render, you should definitely pay attention to the scene optimization. All 3D softwares loves optimized scenes, real polygons and absolute data (baked data) during rendering. If you have a calculation process happening in your scene at any time (for example Cinema 4D's Delay Effector) you should bake it. Because systems such as mograph, dynamics, particles, hair or cloth work according to the principle of "Sensitive dependence on initial conditionLink". In such systems, the frame must start from zero for accurate calculation. However, cloud renderers work separately and render different frames. In this way, all simulations or background processes will be incorrect (thus, all frames). So baking is an inevitable process. This is a golden rule. And unfortunately Cinema 4D has a bad reputation in this matter. Especially if you are using some of the Mograph tools, particles, dynamics, cloth etc., bake all of them before you do the cloud render. In addition, do not leave anything unnecessary things in your scene. A very sloppy and messed up scenes are always a problem. So, the optimization is inevitable even in the simplest scene.
场景优化
在使用Cloud Render之前,您一定要注意场景优化。所有3D软件都喜欢在渲染过程中优化场景,真实多边形和绝对数据(烘焙数据)。如果您随时都在场景中进行计算过程(例如Cinema 4D的延迟效应器),则应进行烘焙。因为诸如mograph,动力学,粒子,头发或衣服之类的系统根据“对初始条件的敏感依赖”原理工作。在此类系统中,帧必须从零开始以进行精确计算。但是,云渲染器单独工作并渲染不同的帧。这样,所有模拟或后台处理都将是错误的(因此,所有帧)。因此烘焙是不可避免的过程。这是一个黄金法则。不幸的是,Cinema 4D在这件事上声誉不佳。特别是如果您正在使用某些Mograph工具,粒子,动力学,布料等,请在进行云渲染之前先将所有工具烘焙。此外,请勿在场景中留下任何不必要的东西。一个非常草率和混乱的场景总是一个问题。因此,即使在最简单的场景中,优化也是不可避免的。
account
Before using Cloud render you need to subscribe to ORC system and buy some credits. Also you need to understand the OB/Hours system completely. Details are here
帐户
在使用Cloud Render之前,您需要订阅ORC系统并购买一些积分。另外,您需要完全了解OB /小时系统。详情在这里
double check
Double check and be sure of everything before sending the scene to the ORC. Cloud render services never forgive user error. Check your scene in the Octane Standalone after you've made the scene ready for the cloud. Since you are going to export in Orbx format, the relative file problem is gone. Orbx keeps everything in itself. So it's pretty easy to open and control the scene in Standalone. If the output you see on the Standalone differs from what you seen on Cinema 4D, there are things you need to check or correct. This is why double check is very important.
再确认一次
将场景发送到ORC之前,请仔细检查并确保所有内容。云渲染服务永远不会原谅用户错误。将场景准备好可用于云之后,在Octane Standalone中检查场景。由于您将要以Orbx格式导出,因此相对文件问题已消失。 Orbx保留所有内容。因此,在独立环境中打开和控制场景非常容易。如果您在独立机上看到的输出与在Cinema 4D上看到的输出不同,则需要检查或更正某些内容。这就是为什么双重检查非常重要的原因。
A lot of money 🙂
It's just a joke but in case of emergency you may need to backup some cash. In general, cloud estimators and the real world renders prices will not match. Be sure to make 5-10 frames test render in the ORC before making a full render. You can then adjust your budget accordingly.
很多钱 :)
这只是个玩笑,但在紧急情况下,您可能需要备份一些现金。通常,云估计量与真实世界的渲染价格将不匹配。在进行完整渲染之前,请确保在ORC中进行5-10帧测试渲染。然后,您可以相应地调整预算。
INTERNET CONNECTION
Obviously.
网络连接
明显。
赶快留个言打破零评论!~