Octane bad geometry

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Octane bad geometry

Postby Tharso » Thu Feb 09, 2017 7:54 pm

Tharso Thu Feb 09, 2017 7:54 pm
Hi !!
Can you tell me why this happen?
Thanks
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Re: Octane bad geometry

Postby itsallgoode9 » Thu Feb 09, 2017 8:17 pm

itsallgoode9 Thu Feb 09, 2017 8:17 pm
it's probably the weird way you have the geo at the corner of your chambers. you prob need to connect those edges somewhere.
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Re: Octane bad geometry

Postby Renart » Thu Feb 09, 2017 9:32 pm

Renart Thu Feb 09, 2017 9:32 pm
Yeah I guess Octane doesn't like faces with more than 4 edges. You can quickly triangulate to see or add some split :)
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Re: Octane bad geometry

Postby itsallgoode9 » Thu Feb 09, 2017 9:44 pm

itsallgoode9 Thu Feb 09, 2017 9:44 pm
It's not that it doesn't like more than 4 edges, it's those weird triangles around the chamfers next to the concave shapes. That some extremely peculiar geometry.
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Re: Octane bad geometry

Postby Tharso » Thu Feb 09, 2017 11:34 pm

Tharso Thu Feb 09, 2017 11:34 pm
I know if I connect the edges and fix the geometry will work, but I had hope that it could be fix with another way, because other renderers works fine with this geometry.

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Re: Octane bad geometry

Postby calus » Fri Feb 10, 2017 6:23 am

calus Fri Feb 10, 2017 6:23 am
Precisely, Octane core doesn't tesselate correctly concave n-gon.
You don't have another choice than pre-dividing your geometry in Maya.

Despite the years of development, some parts of the Maya plugin are still early implementation ...
In fact we should have the option in the plugin UI to be able to use Maya tesselation or not for every shape,
All other Maya renderers support this feature...
Furthermore this would give us out of the box support for every Maya geometry type (nurbs, precalculated smooth preview, ...).

And for example, this is what the Modo Octane plugin do, using Modo own tesselation.
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Re: Octane bad geometry

Postby Tharso » Fri Feb 10, 2017 1:43 pm

Tharso Fri Feb 10, 2017 1:43 pm
calus wrote:Precisely, Octane core doesn't tesselate correctly concave n-gon.
You don't have another choice than pre-dividing your geometry in Maya.

Despite the years of development, some parts of the Maya plugin are still early implementation ...
In fact we should have the option in the plugin UI to be able to use Maya tesselation or not for every shape,
All other Maya renderers support this feature...
Furthermore this would give us out of the box support for every Maya geometry type (nurbs, precalculated smooth preview, ...).

And for example, this is what the Modo Octane plugin do, using Modo own tesselation.


good ! We need that !
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