kaskudo wrote:Hello JimStar.
I would like to know the possibility of integrating this addon sun's position in the new version of the plugin for blender?
http://wiki.blender.org/index.php/Exten ... n_Position
Thank you ..
Empire-Arts wrote:I would just like to know if anything in this version of blender (your version) has been disabled. Can I use all of my existing scripts and addons for example in your version?
Empire-Arts wrote:1. If I instance something in blender will it automatically be instanced in Octane?
Empire-Arts wrote:2. Can this version render hair, particles or grass?
Empire-Arts wrote:3. Are there any problems with saving a blender scene with materials and then rendering it in octane? I have run into this problem with the exporter. A saved file won't always export into octane for render if materials have been added in the wrong way.
Empire-Arts wrote:4. Can octane render subdivided geometry that has not been applied in the modifiers window? This is for displacements and animating low-poly characters.
Empire-Arts wrote:5. Can we render a true ambient occlusion pass? This is very important for composting even in a near photo-realistic render engine like octane. ATM I have found workarounds on the internet that create a very similar effect, but an actual pass would be nice. As would a true shadow pass for that matter.
2. Shear rendering speed (Megasamples per second) is not faster, but the workflow is.
The integrated plugin eliminates the .obj file write-read disk operations, the digital-to-text and text-to-digital translations when writing-reading this file, and some other things which slowdown the export-import process very much.
But. The acceleration structure-building process (voxelizing other words) which Octane engine needs - can not be eliminated by any plugin. This process is a much time-consuming among other before-the-render scene preparations things - as it runs on CPU before the scene can be started to be rendered on GPU.
So, the before-the-render-will-be-started time will be less in the Octane ingetration than in export-script, but you should understand that it can not be "null", as anyway, after every scene is translated and loaded to the engine, the plugin should wait before all the meshes will be voxelized by the engine.
As I already wrote - the engine team did a really great job optimising this process, so you can see in the standalone how fast the meshes are voxelized in last Octane versions when you load .obj mesh into standalone... The same voxelizing time will be needed by the plugin when it loads the meshes to the engine...
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