Please–any advice on getting exportAlembic command to work

Forums: Please–any advice on getting exportAlembic command to work
Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

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Please–any advice on getting exportAlembic command to work

Postby pixerati2 » Thu Jul 31, 2014 6:23 pm

pixerati2 Thu Jul 31, 2014 6:23 pm
So I have a scene with 8 or so animated characters. It used to happily load into Octane via the exportAlembic command.

Now it just locks up as soon as I close the save dialog (Windows 7 x64)

What can I do? Can I delete out portions of the scene and load them in separately, then merge, say three alembic nodes together inside Octane standalone?

Any ideas???? Would really like to meet that crushing deadline that's looming...
pixerati2
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Re: Please–any advice on getting exportAlembic command to work

Postby face_off » Fri Aug 01, 2014 12:09 am

face_off Fri Aug 01, 2014 12:09 am
Would it possible to send me the scene? Then I can work out what is going wrong.

I take it is locking whilst exporting the first frame?
Does that scene open in the plugin Viewport?

Yes, you can export each mesh out separately (set just a single mesh to visible, and then export - then repeat for each mesh) - then merge them in Standalone using a Geometry Group.

Paul
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Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
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Re: Please–any advice on getting exportAlembic command to work

Postby pixerati2 » Fri Aug 01, 2014 5:20 pm

pixerati2 Fri Aug 01, 2014 5:20 pm
I isolated it down to a group of about 30 objects that I have exploding. I'll send you the scene. It took 15 hours for 2 x 6GB GTX 780's to export– I can't see why that should be since I can export the same group of objects via modo Alembic in about 30 seconds.

I have another issue that I'd like to send you a scene file for: My Sub-D mesh looks fine in the Octane modo viewport, but when exported to Octane it looks tessellated. I thought it was a bad normal map, but I don't have any normal map in modo, so...?

(Oh, and I tried "Set vertex normals" – no better.

I'll PM you the SFTP details for my server so you can grab the scene files.

Samples of the problem images:

All good in modo: https://pixerati.ftp.sh/public.php?serv ... a31ecbfece

Jacked up once in Octane: https://pixerati.ftp.sh/public.php?serv ... 986dca4b40
pixerati2
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Re: Please–any advice on getting exportAlembic command to work

Postby face_off » Fri Aug 01, 2014 11:18 pm

face_off Fri Aug 01, 2014 11:18 pm
I isolated it down to a group of about 30 objects that I have exploding. I'll send you the scene. It took 15 hours for 2 x 6GB GTX 780's to export– I can't see why that should be since I can export the same group of objects via modo Alembic in about 30 seconds.
If exporting to ABC, each Mesh object needs to have the same number of vertices each frame. I suspect either Modo, the plugin, or Octane is having issues because the exploding object might have a different number of vertices over the life of the animation.

I have another issue that I'd like to send you a scene file for: My Sub-D mesh looks fine in the Octane modo viewport, but when exported to Octane it looks tessellated. I thought it was a bad normal map, but I don't have any normal map in modo, so...?
Sounds like an exporter issue, but should be easy to fix if I have the scene.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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Re: Please–any advice on getting exportAlembic command to work

Postby face_off » Mon Aug 04, 2014 11:30 am

face_off Mon Aug 04, 2014 11:30 am
The release just posted at http://render.otoy.com/forum/viewtopic.php?f=34&t=40465 fixes the smoothing problem.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
User avatar
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