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- linvanchene
- Posts: 783
- Joined: Mon Mar 25, 2013 10:58 pm
- Location: Switzerland
edited and removed by user
Last edited by linvanchene on Mon Oct 20, 2014 3:33 pm, edited 3 times in total.
I've only used the ORBX export once for a large still render because I needed a smaller VRAM overhead. It worked fine. But I haven't yet tested Alembic animation export.
I come at this topic from a slightly different perspective. I think the standalone app itself should be secondary. There are plugins for most DCC apps already with more coming. So why duplicate the efforts of these 3D apps that already have camera and animations tools, many having been developed to a high level? There are a number of rendering specific features that I would like to see implemented, so why spend time developing tools and features that most everyone already has access to with a plugin to their 3D app?
It bugged me when I first tested Octane that it didn't have a camera back feature, which is necessary for using focal lengths and normal f-stop aperture numbers. But with the MODO plugin, I don't care. I don't have to export replicator scatter points or anything because all that is accessible to the plugin from the MODO API. Ideally, I would like to see Cloud Edition connect right to the 3D app thru the plugin and phase out the standalone app altogether.
I know there are some people who prefer using the standalone app, but that's always been a head scratcher for me. Integrated plugins are a much similar, and often a more capable, workflow.
I come at this topic from a slightly different perspective. I think the standalone app itself should be secondary. There are plugins for most DCC apps already with more coming. So why duplicate the efforts of these 3D apps that already have camera and animations tools, many having been developed to a high level? There are a number of rendering specific features that I would like to see implemented, so why spend time developing tools and features that most everyone already has access to with a plugin to their 3D app?
It bugged me when I first tested Octane that it didn't have a camera back feature, which is necessary for using focal lengths and normal f-stop aperture numbers. But with the MODO plugin, I don't care. I don't have to export replicator scatter points or anything because all that is accessible to the plugin from the MODO API. Ideally, I would like to see Cloud Edition connect right to the 3D app thru the plugin and phase out the standalone app altogether.
I know there are some people who prefer using the standalone app, but that's always been a head scratcher for me. Integrated plugins are a much similar, and often a more capable, workflow.
- linvanchene
- Posts: 783
- Joined: Mon Mar 25, 2013 10:58 pm
- Location: Switzerland
edited and removed by user
Last edited by linvanchene on Mon Oct 20, 2014 3:33 pm, edited 1 time in total.
- Vue2Octane
- Posts: 88
- Joined: Thu Jun 26, 2014 8:16 am
When I looked first into Octane, I expected a mere render engine that actually only works as plug-in. I was quite surprised to actually see the stand-alone version and that they developed it to a point where it can be compared to other software packages. I do not find it difficult to use and everything is layed out quite clearly. For me the stand-alone is good enough and I use it as a toy on my laptop where I do not have 3dsmax etc. As soon as I intend to go serious I am sure I will go for the plug-ins.
All in all, I quite surprised that they developed the stand-alone to this extent. There is no Vray or mental ray stand-alone. Most other engines exist only as plug-in.
All in all, I quite surprised that they developed the stand-alone to this extent. There is no Vray or mental ray stand-alone. Most other engines exist only as plug-in.
For the moment, I say render animations in your 3D app with the plugin. When the Cloud Edition comes for real, we'll see where everything is at. However, Octane Standalone already has all the translation channels you need for camera position, rotation, focus depth, aperture, field of view, clipping, etc. So if that's not coming thru in the ORBX export, then it seems more like a bug in the plugin and so much a limitation of ORBX or Octane itself. You shouldn't have to keyframe any camera parameters after exporting, it's all supposed to get baked out to my knowledge.
- linvanchene
- Posts: 783
- Joined: Mon Mar 25, 2013 10:58 pm
- Location: Switzerland
edited and removed by user
Last edited by linvanchene on Mon Oct 20, 2014 3:34 pm, edited 2 times in total.
- Vue2Octane
- Posts: 88
- Joined: Thu Jun 26, 2014 8:16 am
I think it is already quite effortless to do this and fast as well. There are no gizmos to move objects around etc, but in my case, I prefer to work with exact numbers in a placement node anyway. Also features like clicking on an object in a scene and instantly get its material displayed and other features add to the workflow. I kind of get the impression when using Octane that the devs all more or less have 3D Software background and know what kills or makes a workflow. I am quite happy with it.linvanchene wrote: - set up 3d assets in a scene
- set the cameras
- render
[/i]
For commercial use, I would still use the plug-in, but this is more for larger variety of import objects etc. and easier integration into an existing workflow.
- ristoraven
- Posts: 390
- Joined: Wed Jan 08, 2014 5:47 am
I could live easily with this workflow.
Make a complex animated scene in Lightwave.
Export it to Standalone
Use liveDB to texture the whole thing
Send it to cloud to render
get the frames back in no time
finish the thing
send it to client
get paid
Or
LiveDB within the LW plugin
Cloud render option within the plugin
Either one would suffice. Thank you Otoy for making this work fun.
Make a complex animated scene in Lightwave.
Export it to Standalone
Use liveDB to texture the whole thing
Send it to cloud to render
get the frames back in no time
finish the thing
send it to client
get paid
Or
LiveDB within the LW plugin
Cloud render option within the plugin
Either one would suffice. Thank you Otoy for making this work fun.
