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Re: How to export ORBX?

PostPosted: Tue Nov 20, 2018 11:04 am
by HMXMedia
thanks for the script, I'll test that right now !
I was wondering, any reason why we can't use a $F4 in the archive output ?

Thanks !

Re: How to export ORBX?

PostPosted: Tue Nov 20, 2018 11:14 am
by juanjgon
HMXMedia wrote:thanks for the script, I'll test that right now !
I was wondering, any reason why we can't use a $F4 in the archive output ?

Thanks !


You should be able to use $F in the archive output without problems. Doesn't work for you?

Thanks,
-Juanjo

Re: How to export ORBX?

PostPosted: Tue Nov 20, 2018 11:19 am
by HMXMedia
it works in combination of the script yes, but I meant just by its own?

Re: How to export ORBX?

PostPosted: Tue Nov 20, 2018 6:29 pm
by juanjgon
Currently, without a script, you can't render a .orbx file for each frame in full scene reload mode, but yes, something like that could be possible. I'll try to add this feature at some point in the near future.

Thanks,
-Juanjo

Re: How to export ORBX?

PostPosted: Fri Jan 11, 2019 1:19 pm
by HMXMedia
Hi Juanjo,
It's ok to export orbx sequences for small scenes, but we are getting more and more complex scenes, like cars/engines, hundreds/thousands of frames. Orbx sequence is not an option.
A proper orbx exporter that could differentiate objects that require full reload and the ones that doesn't (ie fx require full reload, car engine doesn't) is absolutely necessary for us to use houdini/octane at it full potential.

Thanks,

Re: How to export ORBX?

PostPosted: Fri Jun 14, 2019 4:14 pm
by HMXMedia
Hello juanjgon,
Sorry to revive that old thread, but nothing has changed since last time, and the frame by frame orbx is just a temporary fix, not efficient at all: It replicates the textures and unchanged geometry for every frame, it can get heavy and be a lost of time.
Orbx is just a container, and it is possible to change the alembic after unpack. So why not export it right from the start?
The ideal solution would an option on the geometry object to force it to export the full sequence. We could get the best of both world this way.
It would be really helpful to us if you could work on it. (and the orbx import :) )
Thank you!

Re: How to export ORBX?

PostPosted: Wed Jun 19, 2019 4:31 pm
by Jolbertoquini
Hi Juanjgon,

I was reading this comments, so basically a solution would be to have a option to export a OCS, with the keys camera etc animated, but the cache path of the alembic scene already cached at Houdini is recognized on the OCS.

We already do that manually by exporting ORBX unpacking to create OCS and then just change path of the Alembic cache to the patch of alembic cache add inside Houdini. As you understand is a task to be done all the time, if we could have a OCS exporter and this would automatic recognise the alembic cache path.

We do inside Maya by using orbx proxy we upload our alembic cache from maya straight at the orbx proxy , so when we get exported the ORBX file as the link of the alembic cache from the source so Maya doesn't re-export for nothing.

Please let us know if is possible?

Best,
JO

Re: How to export ORBX?

PostPosted: Thu Jun 20, 2019 10:16 pm
by juanjgon
Ok. Let me think about all this stuff again. Currently, the main priority is to release the Octane 2019.1 first builds, but once done, I'll work again on new features on the plugin side, including probably the code to support the direct rendering of alembic files (using the same workflow that we have now to render .orbx files).

Thanks for your patience,
-Juanjo

Re: How to export ORBX?

PostPosted: Fri Jun 21, 2019 3:14 pm
by HMXMedia
Hi, no worries I undertand the priorities. This could be very beneficial for everyone with a renderfarm !

Thanks a lot for looking into it.

Re: How to export ORBX?

PostPosted: Thu Jan 30, 2020 2:42 pm
by juanjgon
Hi,

The next Octane 2020.0 plugin build will add the support of mesh and hair objects with a non-constant topology while rendering or exporting sequences in update mode. This should help while exporting these kinds of scenes that only could be rendered in full scene reload mode before.

Thanks,
-Juanjo