TIG wrote:_Nemo_ wrote:TIG, I have to go to class right now but I should be able to make those tests and send you those files later today.
Thanks - that's great
I too now see the possible 'glitch'... and I'm looking at it - but your feedback would be appreciated too...
It seems that the alpha opacity ['d'] value in the OBJ's MTL file is simply ignored by Octane.
It is properly set in the Octane exported OBJ/MTL files, just as in the SUp Pro OBJ/MTL versions.
[although it's mistakenly set to 'transparency' in the su2obj script, so it takes 30% opacity which should become 0.30 as 0.70 (=1.00-0.30)].
This disregarding of the MTL's opacity value might be done like this deliberately by Octane with a re-link to a mesh OBJ - because you can manually adjust a material's opacity in the Octane .ocs project project and then save it, and later when you re-render it with a new OBJ/MTL file it will remember the materials' current opacity settings [of any previously imported materials], and it will NOT take the SKP>OBJ opacity value... I can see the logic - you don't want to spend ages setting opacity etc in Octane only for it to be overridden by the SKP's values on a re-render from 'Render Frame'.
Similarly if you make your ..anim.ocs version as a copy of the main ocs it will keep any customized material settings and reuse them in the animation png frames exported...
Although the Octane exported OBJ/MLT files do have the correct opacity set from the SKP, Octane quite simply doesn't use it - these files do work OK, because importing them into another application WILL bring in transparent materials with the expected settings !
So to recap - I think it's not a problem with the Octane exporter at all, but it's rather a logical stance by Octane - whereby it ignores imported data that could otherwise screw around with your current carefully crafted settings. Set up the project - run SUp's exporter 'Render Frame' once - then in the Octane ocs adjust opacities etc as desired - either manually till it looks right or if you want to match the SKP's values then look at the material's % opacity in the SUp Materials Browser and convert it to a decimal number < 1, OR perhaps even easier read the MTL file itself, where each material has a 'd' value which is its opacity [last item in its data list - e.g. 0.52] - copy that value into the appropriate Octane ocs Material's opacity value: save the ocs project: now later when you have changed the model and want to re-render it, in SUp 'Render Frame' again and the Octane ocs project will [re]open with the new view, new geometry and changed materials etc, BUT any previously used materials with opacities you had previously set will be rendered - NOT those from the SKP. Any new transparent SKP materials will need their opacities tweaking in the ocs etc etc etc
I got animation working using 8 pixel quality, though it didn't exactly do what I expected - It rendered one frame for each SKP scene without tweening or transitioning between them like it does in Sketchup (7 Free). Regarding opacities, I was starting to suspect a limitation, intentional or not, in the current Octane beta but I can see where it is practical. I finally figured out how to identify material names in Sketchup so resetting the opacities after the initial import shouldn't be a problem because I'll know which material names to look for. I'm doing most of my tests with free interior scenes from Google's 3D Warehouse and the one in particular I tried last had close to 50 materials and they're not all intuitively named which is a pain. I'm sending you the files via pm so you can see the opacity differences I was seeing.
My files are too large to send via the forum so I'll just link the original model and upload a render of what I get in Octane. The original is a model from Google Earth which I downloaded for free to test out how Octane and Sketchup worked with each other: http://sketchup.google.com/3dwarehouse/ ... revstart=0