geo node_eevee Light_trail translate into octane

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geo node_eevee Light_trail translate into octane

Postby jimho » Mon Mar 18, 2024 7:39 am

jimho Mon Mar 18, 2024 7:39 am
amazing animated light trail made by geometry node and eevee engine,
is it possible to translate into octane?
we need not only transfer color data from geo node but also vectors, floats etc. all kinds of attributes,
can we do that, how? or I have to give up octane render?
light_trail.JPG

LightTrails.blend
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Re: geo node_eevee Light_trail translate into octane

Postby linograndiotoy » Mon Mar 18, 2024 9:40 am

linograndiotoy Mon Mar 18, 2024 9:40 am
We'll check this scene, but if it's using more than 2 generated color vertex maps per object be aware only 2 are supported by Octane.
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Re: geo node_eevee Light_trail translate into octane

Postby jimho » Mon Mar 18, 2024 4:10 pm

jimho Mon Mar 18, 2024 4:10 pm
when this geo-eevee thing is made there are a lot of data need to transfer between the geo node and the shader through attributes,
they are length, distance, time, angles, vectors etc. not only color, you may find this situation in the light ray group...
light_ray.JPG

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Re: geo node_eevee Light_trail translate into octane

Postby jimho » Mon Mar 18, 2024 4:21 pm

jimho Mon Mar 18, 2024 4:21 pm
without enough parameter to manipulate the detailed shape,
in octane we can roughly do something similar as below...
which is without the light ray group...
light_trail_oc.JPG

LightTrail_2.blend
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