NEW : Preview of OctaneRender 1.5

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Re: NEW : Preview of OctaneRender 1.5 Alembic file support

Postby cfrank78 » Tue Nov 19, 2013 11:53 am

cfrank78 Tue Nov 19, 2013 11:53 am
I'm afraid that the preparation of the script will be too difficult.
Will there be a tutorial? Step by step showing how to do all this?


I am with you. Really would love to see some basic tutorials to the guys that have not worked with alembic so much!

Really impressive video guys! Own 4 780´s now, canßt wait to see a szene perform like this on my babies!

HURRY, i just got WET haha!

Chris!
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Re: NEW : Preview of OctaneRender 1.5 Alembic file support

Postby FrankPooleFloating » Tue Nov 19, 2013 1:31 pm

FrankPooleFloating Tue Nov 19, 2013 1:31 pm
Good thing I am a programmer... though, Javascript is my weapon of choice. I just did a couple minutes research - Javascript and Lua have a bunch of similarities, so I should be okay, if I end up playing around with this and possibly write some scripts etc.

But I am rather perplexed, that you guys went with Lua... :? .. ORBX is completely Javascript!.. using JS in both Octane engine and ORBX seems like a no-brainer...
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Re: NEW : Preview of OctaneRender 1.5 Alembic file support

Postby pixelrush » Tue Nov 19, 2013 7:58 pm

pixelrush Tue Nov 19, 2013 7:58 pm
What I would like is to be able to use the view window to place camera way points.
How I imagine this would work with an architectural walk through is to move to a plan view in orthographic mode and using a front clipping plane hide the roof/ceiling away. Entering way point mode/tool you left click in the view to place way points all at the same eye height (z) - initially anyway. These would show up as small say, pink cubes or pyramids like blender camera (hidden during render) that you could right click on for its ID details or label for ref . Each cube would have an ID no. xyz, rot values and a pause at /delay value in a table similar to instances and you could edit/add/delete points the later. I suppose 16 or 32 would be enough. Smooth camera paths would be created automatically from these points. Another way to arrive at this data set would be to have wasd + mouse rot camera navigation and moving through the scene yourself take a position snapshot at each point of interest. Anyway just thinking out loud here.... ;)
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Re: NEW : Preview of OctaneRender 1.5 Alembic file support

Postby RayTracey » Tue Nov 19, 2013 9:13 pm

RayTracey Tue Nov 19, 2013 9:13 pm
PolderAnimation wrote:I am not sure if I understand correctly but is it also possible to scrub through animated vertex positions and animated transforms?


Yes, that's one of the reasons why we chose Alembic, because it stores animation data very efficiently. The functionality is not there yet in the standalone (only camera paths for now), but it's coming.
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Re: NEW : Preview of OctaneRender 1.5 Alembic file support

Postby RayTracey » Tue Nov 19, 2013 9:14 pm

RayTracey Tue Nov 19, 2013 9:14 pm
m.arc.in wrote:Really impressive!

I'm afraid that the preparation of the script will be too difficult.
Will there be a tutorial? Step by step showing how to do all this?


Yes, we will provide some well commented scripts that will be self explanatory, so don't worry if you don't have a PhD in computer science (although it helps).
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Re: NEW : Preview of OctaneRender 1.5 Alembic file support

Postby RayTracey » Tue Nov 19, 2013 9:32 pm

RayTracey Tue Nov 19, 2013 9:32 pm
pixelrush wrote:What I would like is to be able to use the view window to place camera way points.
How I imagine this would work with an architectural walk through is to move to a plan view in orthographic mode and using a front clipping plane hide the roof/ceiling away. Entering way point mode/tool you left click in the view to place way points all at the same eye height (z) - initially anyway. These would show up as small say, pink cubes or pyramids like blender camera (hidden during render) that you could right click on for its ID details or label for ref . Each cube would have an ID no. xyz, rot values and a pause at /delay value in a table similar to instances and you could edit/add/delete points the later. I suppose 16 or 32 would be enough. Smooth camera paths would be created automatically from these points. Another way to arrive at this data set would be to have wasd + mouse rot camera navigation and moving through the scene yourself take a position snapshot at each point of interest. Anyway just thinking out loud here.... ;)


WASD navigation can be done via a script that listens to user input, in case you want to build a first person shooter :D

Regarding the ability to create camera paths in the standalone, Octane is a render engine, not a modeling/animation package. 3D modeling apps like Blender already provide such functionality and we think they are much better suited for this task. Moreover, it's what the plugins are for.
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Re: NEW : Preview of OctaneRender 1.5 Alembic file support

Postby Goldorak » Tue Nov 19, 2013 9:41 pm

Goldorak Tue Nov 19, 2013 9:41 pm
FrankPooleFloating wrote:Good thing I am a programmer... though, Javascript is my weapon of choice. I just did a couple minutes research - Javascript and Lua have a bunch of similarities, so I should be okay, if I end up playing around with this and possibly write some scripts etc.

But I am rather perplexed, that you guys went with Lua... :? .. ORBX is completely Javascript!.. using JS in both Octane engine and ORBX seems like a no-brainer...


Actually ORBX streams are scripted/driven entirely by Lua (most scripting is done on the host). Lua has a much smaller footprint than JS and executes much faster when calling native routines. With ORBX.js, any 'user script' code that gets executed on the client in a browser is first auto-converted to JS (and suffers no speed hit as native JS). However, when native ORBX client executes these scripts, it does so as straight lua, using a JIT when possible, to achieve the same or better speed as compiled C code.

Brigade 3 will also share the same scripting foundation as ORBX and Octane.
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Re: NEW : Preview of OctaneRender 1.5 Alembic file support

Postby Paulski » Tue Nov 19, 2013 9:48 pm

Paulski Tue Nov 19, 2013 9:48 pm
RayTracey wrote:
FrankPooleFloating wrote:Wow RT!!.. very cool! :lol:

Will there be an animation render target that will save out sequence frames (png, exr etc)?


Thanks! The new scripting feature that is also coming in Octane 1.5 will allow you to render and save image sequences and specify every parameter per frame of the animation such as the amount of samples per pixel, sun position, DOF, post processing fx, white balance, ... You could also render for example only each 3rd frame for fast previews. With scripting the possibilities are virtually endless, it's very powerful.


Very excited about the scripting, an incredibly usefull addition! I even prefer that over object motion blur.
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Re: NEW : Preview of OctaneRender 1.5 Alembic file support

Postby resmas » Tue Nov 19, 2013 10:12 pm

resmas Tue Nov 19, 2013 10:12 pm
Wow...just want to say thanks.

:D

cheers

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Re: NEW : Preview of OctaneRender 1.5 Alembic file support

Postby PolderAnimation » Tue Nov 19, 2013 10:31 pm

PolderAnimation Tue Nov 19, 2013 10:31 pm
RayTracey wrote:
PolderAnimation wrote:I am not sure if I understand correctly but is it also possible to scrub through animated vertex positions and animated transforms?


Yes, that's one of the reasons why we chose Alembic, because it stores animation data very efficiently. The functionality is not there yet in the standalone (only camera paths for now), but it's coming.


Awesome! looking forward!
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