by t_3 » Thu Mar 28, 2013 8:53 pm
t_3
Thu Mar 28, 2013 8:53 pm
there is currently a bug with the "use base mesh" settings in the common tab, most probably causing this.
it could be mixed up so even different objects in a scene might initially use a different state (on/off).
imo you should get everything in order if you set it to the desired state, and then click "reload" in the viewport. hopefully the poke through is also gone after that. subsequent updates of mesh resolution or smoothing should update correctly.
in general:
the plugin takes whatever geometry ds sends. this includes subdivisions and smoothing.
why using base meshes for octane rendering?
geometry needs to be read from ds, triangle after triangle, sent to octane, and octane needs to voxelize the data in order to render it. this needs to be done for every single change. i.e. change a single morph value from 0.1 to 0.2 and this update needs to take place.
using base meshes will shorten this time consuming process, as already the default settings of a genesis (1 times subdivided) will need 4x the time than building the base mesh only.
the idea is, as long as you are tweaking a scene, you will most probably want fast updates, and ticking this setting saves you time to go through all figures and set mesh resolution to base (and back). having everything in place, ready for a final render, you'll usually untick it, wait a little longer for mesh building just once, but get perfect, um, shapes...
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