the main reason was that the exporter i used didn't convert well the mesh normals when exporting in OBJ format ( specially with the lightwave 10 exporter ).
Fixing (unifying) or flipping manually normals resolved this problem because when you unckek the smoothing parameter, you will give faceted output of your object ( of course with a plane it is not a problem...)
Hi Vincent. I'm pretty sure Poser is handling the normals correctly - however there are only 2 polys, so with smoothing on, Octane is treating the plane as a sphere (and having the 2 normals opposing). If the prop had 4 polys, Octane would treat the normal directions correctly even with smoothing ON. I notice with Octane release 1.01 there are some enhancements to mesh loading to allow the edge angle to be specified, so that may allow the plugin to better handle Ericks situation.
A multiple selection of meshes would be nice to have (for instance to remove bump maps from part the scene)
Another useful thing to remove bump maps from other objects with the same material name.
Hi Wim. The first point is tricky, since Poser itself doesn't allow multiple mesh selections. The second point would be doable - it may be better to implement this function in the Texture Compress script - I will investigate.
with 1.00p, I get lots of errors like "Polygon (xx) has not enough vertices" or "mismatch between vertices and textures".
If I export the scenes to .obj (i.e. the old, non-plugin-way) and load them into Octane directly, I have no issues.
For one scene I think it worked with an earlier version of the plugin (not sure though, I didn't track that precisely).
Hi Michael. The prop you are trying to load most probably has some polygons with 2 vertices. Whilst this is not strictly an invalid mesh, I found loading these into the Octane engine was causing issues that could lead to a crash further down the track. Check cuda.log to see if Octane rejected the mesh. Check octaneplugin.log - and the last "DEBUG:root:transferring actor [actorname] geometry to octane" will be the offending prop. My plan for the next release of the plugin is to filter out all 2 vertex polygons (since they do not render anyway) - I just need to ensure it does not lead to other issues.