OctaneRender® 1.025 instancing preview test build

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Re: OctaneRender® 1.025 instancing preview test build

Postby boeing727223 » Tue Jul 24, 2012 1:47 pm

boeing727223 Tue Jul 24, 2012 1:47 pm
Alright...spoke too soon, real cool features but now the scene is going real slow and crashing my vid card (1 gtx 580)- I get failed down at the bottom if I pan around. Have the latest drivers and not been having a problem the last couple of days.....
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Re: OctaneRender® 1.025 instancing preview test build

Postby smicha » Tue Jul 24, 2012 2:13 pm

smicha Tue Jul 24, 2012 2:13 pm
I have the same problem - 2xGTX580 - octane crashes. I'll try different drivers and see if it helps.
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
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Re: OctaneRender® 1.025 instancing preview test build

Postby boeing727223 » Tue Jul 24, 2012 3:33 pm

boeing727223 Tue Jul 24, 2012 3:33 pm
When in doubt folks...reboot....so far so good something was running in the backround...will continue to test but so far back to normal
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Re: OctaneRender® 1.025 instancing preview test build

Postby enricocerica » Tue Jul 24, 2012 4:31 pm

enricocerica Tue Jul 24, 2012 4:31 pm
face wrote:
enricocerica wrote:Hi there,

I'm playing around with Blender trying to produce some input file to handle scatters for instances and was just wondering about the rotation, is it relative to the whole space or to the instanciated object origin ?

It´s the rotation of the instanced object origin.

face


Thanks Face.
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Re: OctaneRender® 1.025 instancing preview test build

Postby p3taoctane » Tue Jul 24, 2012 4:39 pm

p3taoctane Tue Jul 24, 2012 4:39 pm
Trying to figure out Nodes.
Thanks Tchoa for the fixed script that exports the matrix from Maya.

Am I loading the contents from the excel file correctly? I have different values it seems than the Maya files show.

Here are my steps....

Create simple cube in Maya
Duplicate special option and create multiple instances
Randomly rotate the instances but leave translation values alone

Select all objects and run octaneInstancer (which generates the excell file with a matrix of the instances co-ordinates I assume)

Export JUST the original Mesh cube as OBJ

Run Octane Instancer Beta

Import OBJ Mesh as normal
Create Scatter, placement and geometry node.

OBJ into Placement into scatter (with contents of excel file co-orinates plugged into the matrix node) scatter into geometry into render target

As you can see the result is diff than the maya instances...

I am thinking it is because I am trying to control "placement" by the excell file with a "scatter" node which does not make sense... but how do I copy in the excell values into a placement node. I do not see a place for it?

Thanks for any input

Peter
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Re: OctaneRender® 1.025 instancing preview test build

Postby Q-Games » Wed Jul 25, 2012 5:38 am

Q-Games Wed Jul 25, 2012 5:38 am
tchoa wrote:Hi

For Maya users, I Just wrote a little script that can export the .csv file to feed octane's scatter node: Maya to Octane’s scatter node

Thanks a lot! ;)
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Re: OctaneRender® 1.025 instancing preview test build

Postby MattRM » Wed Jul 25, 2012 2:10 pm

MattRM Wed Jul 25, 2012 2:10 pm
Greatttt !!!

Do you planed to release the same build for Kepler card sooner ?
Real nice instance, nice way to have multiple geometries glue together.

Matt
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Re: OctaneRender® 1.025 instancing preview test build

Postby rappet » Wed Jul 25, 2012 7:44 pm

rappet Wed Jul 25, 2012 7:44 pm
roeland wrote:A later release will support exporting all those positions from a modeling application.

The coordinates in a scatter node are given as the first three rows of the transformation matrices (the fourth is always [0, 0, 0, 1]).

For instance the matrix for a 30° rotation around the Z axis looks like this:
[.87, –.50, 0, 0]
[.50, .87, 0, 0]
[ 0, 0, 1, 0]
[ 0, 0, 0, 1]

The scatter node will contain these 12 values:
.87 –.50 0 0 .50 .87 0 0 0 0 1 0

For a translation:
[1, 0, 0, tx]
[0, 1, 0, ty]
[0, 0, 1, tz]
[0, 0, 0, 1]

The scatter node will contain these 12 values:
1 0 0 tx 0 1 0 ty 0 0 1 tz

The intent is that these values will get exported from modeling applications.

There is also a placement node, that has one transform input and one geometry input, and this one transform is given as a transform node (translation, rotation, scale). The sierpinski demo scene was built with these nodes.

--
Roeland


I love experimenting with scattering, but I don't quiet get it yet.
I can make my own matrix in excell and copy it onto the textfield while working in Octane.
I already can copy the object to different places by changing the tx, ty and tz coordinate.
So far so good...
...but now I amtrying to rotate just one of them for example 90 degrees.
Can someone explain to me what the matrixline for this rotation should be and how that works.
For example: I want to rotate just one of the Androids 90 degrees to look sidewards instead of forwards. I tried some different numbers to see how it works, but I didn't understand the logic of it and I didn't get the result I wanted.
Probably it works more complex then I thought to make such a matrix by 'hand'?

In the example attached the second image I did scattering by copying the digits/matrix from the example I have found.
The bottom image is my try to make my own matrix and understand it.
As example the first 5 lines I used to copy the items into a cross shape are:
1.0 0.0 0.0 0.0 0.0 1.0 0.0 0.0 0.0 0.0 1.0 0.0
1.0 0.0 0.0 10 0.0 1.0 0.0 0.0 0.0 0.0 1.0 0.0
1.0 0.0 0.0 -10 0.0 1.0 0.0 0.0 0.0 0.0 1.0 0.0
1.0 0.0 0.0 0.0 0.0 1.0 0.0 0.0 0.0 0.0 1.0 10
1.0 0.0 0.0 0.0 0.0 1.0 0.0 0.0 0.0 0.0 1.0 -10
So, the question on this little matrix can be: How can I make the copied objects look in a different way?

greetings,
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Re: OctaneRender® 1.025 instancing preview test build

Postby bepeg4d » Wed Jul 25, 2012 8:47 pm

bepeg4d Wed Jul 25, 2012 8:47 pm
hi rappet,
today i have investigated a bit the scatter node and what i have understand is that the scale and the rotation plays together. with a bit of trigonometric it seems to work but unfortunately i can't find a way to rotate the instance on more than one axes
for a H rotation:
(- cosH * Sx) (0) ( sinH * Sx) (tx) (0) (Sy) (0) (ty) (sinH * Sz) (0) (cosH * Sz) (tz)
in your case should be:
0 0 1 tx 0 1 0 ty 1 0 0 tz

ciao beppe
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Re: OctaneRender® 1.025 instancing preview test build

Postby Sighman » Wed Jul 25, 2012 10:41 pm

Sighman Wed Jul 25, 2012 10:41 pm
You REALLY need to brush up on your matrix math if you want to rotate on multiple axis at the same time. Rotating on X then rotating on Y is not the same as rotating on Y and then rotating on X.

Code: Select all
Rotation on X [Mx]        Rotation on Y [My]       Rotation on Z [Mz]

| 1     0      0    0 |   | cos(y) 0 -sin(y) 0 |   |  cos(z) sin(z) 0 0 |
| 0   cos(x) sin(x) 0 |   |   0    1    0    0 |   | -sin(z) cos(z) 0 0 |
| 0  -sin(x) cos(x) 0 |   | sin(y) 0  cos(y) 0 |   |    0      0    1 0 |
| 0     0      0    1 |   |   0    0    0    1 |   |    0      0    0 1 |

If you want to rotate on X then Y [Mx]*[My]

| cos(y)           0       -sin(y)    0 |
| sin(x)*sin(y)  cos(x) sin(x)*cos(y) 0 |
| cos(x)*sin(y) -sin(x) cos(x)*cos(y) 0 |
|       0          0          0       1 |


I hope that helps...
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