No instances/flocking rendering

Forums: No instances/flocking rendering
Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

Moderator: juanjgon

No instances/flocking rendering

Postby electric_eric » Mon Sep 30, 2013 10:57 pm

electric_eric Mon Sep 30, 2013 10:57 pm
Hi, I Have a scene with a terrain containing a bunch of instanced tree and rocks across the surface.

The problem is that none of these are rendering in IPR or the f9 octane render.

Equally I have a flocking system set up with deer running over the surface of the terrain...not rendering either.

I'm using the latest build of lightwave along with the latest update of octane.

Not sure if I'm doing something wrong or these things aren't supported?

Thanks.
Intel i7 6700k - 64gb Ram - 6 x 980ti
electric_eric
Licensed Customer
Licensed Customer
 
Posts: 144
Joined: Wed Apr 10, 2013 1:41 pm
Location: Nottingham, UK

Re: No instances/flocking rendering

Postby juanjgon » Mon Sep 30, 2013 11:08 pm

juanjgon Mon Sep 30, 2013 11:08 pm
Yes, instancing should work without problems. Please be sure that you have both instancing surface object and the instanced root object enabled in the scene editor.

-Juanjo
User avatar
juanjgon
Octane Plugin Developer
Octane Plugin Developer
 
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Re: No instances/flocking rendering

Postby gordonrobb » Tue Oct 01, 2013 10:24 am

gordonrobb Tue Oct 01, 2013 10:24 am
I take it by latest build of LW you mean 11.6 and if so, have you got the 11.6 specific octane plugin?

I've rendered instances ok.

Load up the sample content LW scene for instances or flocking and see if they work.
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
gordonrobb
Licensed Customer
Licensed Customer
 
Posts: 1247
Joined: Sat Mar 16, 2013 9:08 am

Re: No instances/flocking rendering

Postby electric_eric » Tue Oct 01, 2013 10:38 pm

electric_eric Tue Oct 01, 2013 10:38 pm
juanjgon wrote:Yes, instancing should work without problems. Please be sure that you have both instancing surface object and the instanced root object enabled in the scene editor.

-Juanjo


Perfect thanks, I had these turned off in the scene editor.
Intel i7 6700k - 64gb Ram - 6 x 980ti
electric_eric
Licensed Customer
Licensed Customer
 
Posts: 144
Joined: Wed Apr 10, 2013 1:41 pm
Location: Nottingham, UK

Re: No instances/flocking rendering

Postby electric_eric » Wed Oct 02, 2013 9:36 pm

electric_eric Wed Oct 02, 2013 9:36 pm
As I mentioned I have a herd of deer running across a terrain using flocking/instancing.

The instancer is set to use 4 copies of the same deer run cycle mesh, each using the same mdd but having frames offset so as to create variation in the herd.

This all works fine in open gl but in the octane render I'm seeing all of the deer running in time with one another as if the frame offset isnt working.

I have also tried assign a different mdd to each deer with the same result.

It seems octane is only seeing the top level within the instancer.

Am I doing something wrong, is there a way around this or is this just a limitation of octane?

Many Thanks.
Intel i7 6700k - 64gb Ram - 6 x 980ti
electric_eric
Licensed Customer
Licensed Customer
 
Posts: 144
Joined: Wed Apr 10, 2013 1:41 pm
Location: Nottingham, UK

Re: No instances/flocking rendering

Postby electric_eric » Wed Oct 02, 2013 9:41 pm

electric_eric Wed Oct 02, 2013 9:41 pm
Aha...just found the 'Instance LW clones' checkbox.

Unchecking that has solved the problem.
Intel i7 6700k - 64gb Ram - 6 x 980ti
electric_eric
Licensed Customer
Licensed Customer
 
Posts: 144
Joined: Wed Apr 10, 2013 1:41 pm
Location: Nottingham, UK

Re: No instances/flocking rendering

Postby juanjgon » Wed Oct 02, 2013 9:43 pm

juanjgon Wed Oct 02, 2013 9:43 pm
electric_eric wrote:As I mentioned I have a herd of deer running across a terrain using flocking/instancing.

The instancer is set to use 4 copies of the same deer run cycle mesh, each using the same mdd but having frames offset so as to create variation in the herd.

This all works fine in open gl but in the octane render I'm seeing all of the deer running in time with one another as if the frame offset isnt working.

I have also tried assign a different mdd to each deer with the same result.

It seems octane is only seeing the top level within the instancer.

Am I doing something wrong, is there a way around this or is this just a limitation of octane?

Many Thanks.


Can you please try again after disable the option "Instance LW clones" available inside the root node options in the render target node editor?

-Juanjo
User avatar
juanjgon
Octane Plugin Developer
Octane Plugin Developer
 
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Re: No instances/flocking rendering

Postby electric_eric » Wed Oct 02, 2013 9:52 pm

electric_eric Wed Oct 02, 2013 9:52 pm
Yes, all works fine now thanks.
Intel i7 6700k - 64gb Ram - 6 x 980ti
electric_eric
Licensed Customer
Licensed Customer
 
Posts: 144
Joined: Wed Apr 10, 2013 1:41 pm
Location: Nottingham, UK

Return to Lightwave 3D


Who is online

Users browsing this forum: No registered users and 9 guests

Tue Apr 23, 2024 7:53 pm [ UTC ]