These are very important aspects of the project I bought Octane renderer for. 1. Is it possible to get transparent ground shadows and reflection as a separate pass. so the car doesn't look like floating. 2. Is it possible to render out separate passes of Diffuse/Color, Reflection, Shadow, and ...
excuse me to bump some else thread...but I was wondering if you figured this out?
Is there a way to have transparent ground shadows so the car doesn't looks like its floating? in the new pre23_5 version?
set in metres with the new script or old script? New script is giving me all sorts of scaling issues. whole scale is scaled up. In my opinion scale should be NOT included in the script, what we export from maya should exactly how it should look in Octane. Or else what's the point of camera setups in ...
eyearmy: thanks and your right! scale was the problem! but now that I installed the new script...I am not able to render with exact camera that I have in Maya. for some reason the car is scaled too big, even though I select the right camera while exporting. Is this a known issue with edited script ...
forgot to mention its maya2011 scene. OBJ works fine but my main aim is to use those cameras for export in octane, and to test maya2octane plugin.
Yeah quads and not triangulated mesh.
I have attached obj anyway...thanks for helping out!
its still doing it. Tried every option from Maya Normals menu Average normals Set to Face Conform but its still giving facets not just to the body, but all over the mesh. I NEED to use maya-to-octane plugin, as my renders HAVE to use same cameras from maya. Help pls!
aah my bad..I'm still learning Octane. Having a smooth option in material for objects is great!
Also one more similar tessellation/facet problem I'm getting while exporting a car model from Maya. Tried turning on 'smooth' on this but it didn't work. Any other cool tip to fix this artifact?