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Re: Access to pan and rotate

PostPosted: Tue Jun 01, 2010 10:43 am
by lenreed
I am using subsampling and it is not improving my experience.
I love the shiness of materials and playing with camera setting.
I am playing like a child, but when it comes to exploring the scene (wich is very important) the happiness stops.
I will wait patiently until things improve.
All that i am hoping is that this will get better somehow.
Even setting cameras in Sketchup and having a way to keep them in Octane would be great.

Re: Access to pan and rotate

PostPosted: Tue Jun 01, 2010 10:47 am
by radiance
lenreed wrote:I am using subsampling and it is not improving my experience.
I love the shiness of materials and playing with camera setting.
I am playing like a child, but when it comes to exploring the scene (wich is very important) the happiness stops.
I will wait patiently until things improve.
All that i am hoping is that this will get better somehow.
Even setting cameras in Sketchup and having a way to keep them in Octane would be great.


a sketchup plugin is in development that transfers the camera position.

Radiance

Re: Access to pan and rotate

PostPosted: Tue Jun 01, 2010 11:32 am
by Amplitude
the experience will improve also if we get 3D connexion support in Octane :)
Is it still planned Radiance?

Re: Access to pan and rotate

PostPosted: Tue Jun 01, 2010 11:39 am
by Burkhard
Sorry for being late here.
Yes I mean the same workflow like sketchup has in panning, zooming and rotating.
I know well that everyone has different ways, depends to the software.
So I asked if there is a way to manage this with the plugin.
ie. By using the Sketchup plugin, the studio automaticly will have the same movement functions.
Same could be for other application users. Would be cool and helpfull

Re: Access to pan and rotate

PostPosted: Tue Jun 01, 2010 2:32 pm
by Henrik
Agree with Amplitube, 3Dconnexion support in Octane would be top of the cake.
modeling in formz got a whole new meaning with this little goodie.
very good to try out camera movements/Walkthrough.

Re: Access to pan and rotate

PostPosted: Tue Jun 01, 2010 4:40 pm
by Proupin
Have you noticed that, if you rotate the view so you look top/down, the pan is still oriented on the vertical plane? do you know what I mean? I'm pretty sure it would be better if the panning worked always tangent to the view.

Also, the object picker (the one that centers the clicked object), should also snap the mouse pointer to the center of the render screen (that's IMO :))

Re: Access to pan and rotate

PostPosted: Wed Jun 02, 2010 8:45 am
by lenreed
yes, i noticed that too. Panning becomes zooming when looking straight up or down
that's why i was asking for a change in scene movement

Re: Access to pan and rotate

PostPosted: Mon Jun 07, 2010 4:28 pm
by 9fly
One thing to add in here.

Sometimes crolling or holding middle mouse and drag make no effect at all. So Zoom is no used. And change camera FOV is so fast zoom.

Can we have something like numer to adjust on that field rather than just mouse control or sliding (even this good).

And can we have any button like extend zoom i autocad cause sometime I getting lost inside bunch of objects and not have any indicating sign my view is upside down or where am I. I wish i could see (or control) my camera from other view.

Re: Access to pan and rotate

PostPosted: Wed Jun 16, 2010 9:07 am
by TIG
With the new 'Octane Sketchup Exporter Tool' - now in beta test and downloadable in this forum - you can set you 'Active Camera' to 'from <Current View>' [and also set any other transferable options as desired].
Then you click 'Render Frame' - the SKP Model should seamlessly export to OBJ/MTL/Textures, then open in Octane and start to render.
This way you can use the Sketchup interface to set up your pan/orbit/zoom/view/etc as you prefer and then 'export it to Octane'.
Alternatively you could set up a number of Scene-tabs in your SKP Model, each with its own view/layers/sun etc and you can then select one of those to use as your 'Active Camera' [e.g. 'Scene3', or perhaps more simply you could keep it set to 'from <Current View>' and then click the required Scene tab in your SKP Model before you click on 'Render Frame' - that way the current view's camera will always be used and that view will be the current scene's...
Remember that you can tweak the view and update the Scene-tab at any time then re-render...
Also note that setting up a series of Scene-tabs in your SKP Model [perhaps using one of the flightpath type plugin tools available] allows you to specify start/end-frames etc and then batch render a series of images to assemble into an animation - using the 'Render Animation' button.
:geek: