not rendering replicator time variation from rigged mesh ani

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not rendering replicator time variation from rigged mesh ani

Postby jtmsf » Fri Sep 01, 2017 8:28 pm

jtmsf Fri Sep 01, 2017 8:28 pm
HI

I'm using Modo's replicator with time variation to randomize the animation of an IK rigged mesh.

Octane plug-in doesn't render the "time randomization" from the rigged mesh

ModoOctaneRiggOffsetTime_IKRiggedCilinder.jpg
Cilinder Rigged Animation: Time variation not working


I did a setup with a simple cube, with a simple animated rotation (not rigged), and octane renders ok.

ModoOctaneRiggOffsetTime_SimpleRotation.jpg
Cube Simple Rotation. Time Variation: OK


I'm attaching a .lxo file with both cases (to change just rewire in "schematics").

Is this a bug, or a limitation? Is there a solution?

Thank You

jtmsf_Joao

Modo11.1v1
Octane for Modo 3.6.1.120
Attachments
OctaneModoTimeOffset_Rigging.zip
.lxo with the two setups
(27.47 KiB) Downloaded 163 times
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Re: not rendering replicator time variation from rigged mesh ani

Postby jtmsf » Sat Sep 02, 2017 8:49 pm

jtmsf Sat Sep 02, 2017 8:49 pm
So...

It's worst than I thought:

Octane is not rendering time variations defined in the replicator, if the "prototype" connected to the replicator is animated by any kind of Deformer

I'm posting two examples: in the the first one the prototype is animated by a bend effector ; in the second one the prototype is animated by a morph map.

TimeVariation_AnimationBendDeformer.jpg
Time Variation not working: Prototype is Animated with a "Bend Deformer"


TimeVariation_AnimationMorphMap.jpg
Time Variation not working: Prototype is Animated Using Morph Map


If I render with modo (preview and F9), it works. If I render with Octane it doesn't

I also tested exporting an deformer animated mesh to an MDD, and then connecting the MDD+Mesh to the replicator with time variation. Didn't work either in Octane

One curious thing: I noticed that modo viewport doesn't display the time variation of animated deformers either.

Thanks for any help
Attachments
DeformerAnimation_TimeVariation.zip
two .lxo
(27.18 KiB) Downloaded 161 times
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Re: not rendering replicator time variation from rigged mesh ani

Postby jtmsf » Mon Sep 04, 2017 12:11 pm

jtmsf Mon Sep 04, 2017 12:11 pm
Is this a limitation of octane? A bug?

Any workaround for this issue?
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Re: not rendering replicator time variation from rigged mesh ani

Postby jtmsf » Tue Sep 05, 2017 11:28 pm

jtmsf Tue Sep 05, 2017 11:28 pm
I would appreciate if somebody could tell me if this "not rendering replicator time variation from rigged mesh animation" issue is a octane limitation or a bug.

Thanks
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Re: not rendering replicator time variation from rigged mesh ani

Postby face_off » Wed Sep 06, 2017 2:02 am

face_off Wed Sep 06, 2017 2:02 am
Hi - as per my response to your other question - the Modo Replicator is converted to an Octane Scatter node (so the transform for each replicator point becomes an Octane Scatter instance transform). Therefore all instances will render as the same (ie. identical) mesh. So to render your scenerio correctly - you would need to use separate Mesh objects rather than a Replicator.

I hope that helps.

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: not rendering replicator time variation from rigged mesh ani

Postby jtmsf » Thu Sep 07, 2017 9:15 pm

jtmsf Thu Sep 07, 2017 9:15 pm
I was afraid of that...

I could render with modo's renderer, but each frame takes an eternity...

An external GPU renderer seemed like the best option.

Thanks for your help Paul.
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