A later release will support exporting all those positions from a modeling application.
The coordinates in a scatter node are given as the first three rows of the transformation matrices (the fourth is always [0, 0, 0, 1]).
For instance the matrix for a 30° rotation around the Z axis looks like this:
[.87, –.50, 0, 0]
[.50, .87, 0, 0]
[ 0, 0, 1, 0]
[ 0, 0, 0, 1]
The scatter node will contain these 12 values:
.87 –.50 0 0 .50 .87 0 0 0 0 1 0
For a translation:
[1, 0, 0, tx]
[0, 1, 0, ty]
[0, 0, 1, tz]
[0, 0, 0, 1]
The scatter node will contain these 12 values:
1 0 0 tx 0 1 0 ty 0 0 1 tz
The intent is that these values will get exported from modeling applications.
There is also a placement node, that has one transform input and one geometry input, and this one transform is given as a transform node (translation, rotation, scale). The sierpinski demo scene was built with these nodes.
--
Roeland
OctaneRender® 1.025 instancing preview test build
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Wow, nice progress! (falloff texture - yeah!)
In the next update please put a hue / saturation / value controls in the color correction node. Doing hsv correction on textures is very common and useful.
The complete set of pixel blending modes is also something that should be there already. Preferably we should have one "blend" node, that you would choose the mode from (mix, multiply, add, screen...), instead of a bunch of separate nodes.
In the next update please put a hue / saturation / value controls in the color correction node. Doing hsv correction on textures is very common and useful.
The complete set of pixel blending modes is also something that should be there already. Preferably we should have one "blend" node, that you would choose the mode from (mix, multiply, add, screen...), instead of a bunch of separate nodes.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
Thanks Roeland for the explanation.roeland wrote:A later release will support exporting all those positions from a modeling application.
The coordinates in a scatter node are given as the first three rows of the transformation matrices (the fourth is always [0, 0, 0, 1]).
For instance the matrix for a 30° rotation around the Z axis looks like this:
[.87, –.50, 0, 0]
[.50, .87, 0, 0]
[ 0, 0, 1, 0]
[ 0, 0, 0, 1]
The scatter node will contain these 12 values:
.87 –.50 0 0 .50 .87 0 0 0 0 1 0
For a translation:
[1, 0, 0, tx]
[0, 1, 0, ty]
[0, 0, 1, tz]
[0, 0, 0, 1]
The scatter node will contain these 12 values:
1 0 0 tx 0 1 0 ty 0 0 1 tz
The intent is that these values will get exported from modeling applications.
There is also a placement node, that has one transform input and one geometry input, and this one transform is given as a transform node (translation, rotation, scale). The sierpinski demo scene was built with these nodes.
--
Roeland
That cleared up a lot of things.
The demo scenes definitely helped as well. I'll be octaning around for some time figuring everything out.

Rampage III Extreme - 990x - 24GB - Quadro 4000 (display), triple GTX 580 (Octane) - CPU & GPU's cooled with Antec 620's - DIY 15" Cintiq
We have been looking at supporting all types of blend modes - but some operations will need further consideration/testing to work right and still keep things spectrally correct.matej wrote:Wow, nice progress! (falloff texture - yeah!)
In the next update please put a hue / saturation / value controls in the color correction node. Doing hsv correction on textures is very common and useful.
The complete set of pixel blending modes is also something that should be there already. Preferably we should have one "blend" node, that you would choose the mode from (mix, multiply, add, screen...), instead of a bunch of separate nodes.
- p3taoctane
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- Joined: Mon Jan 25, 2010 12:53 am
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Could you maybe explain that a bit more. Maybe other packages have similar concepts but being a blender user this is completely alien. What do all those fields mean / relate to.roeland wrote:A later release will support exporting all those positions from a modeling application.
The coordinates in a scatter node are given as the first three rows of the transformation matrices (the fourth is always [0, 0, 0, 1]).
For instance the matrix for a 30° rotation around the Z axis looks like this:
[.87, –.50, 0, 0]
[.50, .87, 0, 0]
[ 0, 0, 1, 0]
[ 0, 0, 0, 1]
The scatter node will contain these 12 values:
.87 –.50 0 0 .50 .87 0 0 0 0 1 0
For a translation:
[1, 0, 0, tx]
[0, 1, 0, ty]
[0, 0, 1, tz]
[0, 0, 0, 1]
The scatter node will contain these 12 values:
1 0 0 tx 0 1 0 ty 0 0 1 tz
The intent is that these values will get exported from modeling applications.
There is also a placement node, that has one transform input and one geometry input, and this one transform is given as a transform node (translation, rotation, scale). The sierpinski demo scene was built with these nodes.
--
Roeland
(HW) Intel i7 2600k, 16GB DDR3, MSI 560GTX ti (2GB) x 3
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
I see, thanks for the explanation. (you might still implement those that work ok and leave the rest for a future update; in some situations it would greatly help to have more than mix & multiply at our disposal)Goldorak wrote: We have been looking at supporting all types of blend modes - but some operations will need further consideration/testing to work right and still keep things spectrally correct.
@steveps3, don't bother with those matrices. It's not supposed to be used that way (inputing values by hand). Roeland already mentioned they are designing / developing a new scene exchange format, and so we Blender users will also have the possibility to export instance transforms someday, hopefully soon. (to developers: please make room for multiple UV coordinate sets per object in your future scene exchange format)
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
- p3taoctane
- Posts: 1418
- Joined: Mon Jan 25, 2010 12:53 am
I feel like I am going back to school. I have a vague recollection of a transformation matrix but I've not done anything with them for over 20 years. Google is being my friend.
(HW) Intel i7 2600k, 16GB DDR3, MSI 560GTX ti (2GB) x 3
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)