NEW : Preview of OctaneRender 1.5

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Re: NEW : OctaneRender 1.5 Alembic animation support continu

Postby resmas » Wed Dec 04, 2013 3:25 pm

resmas Wed Dec 04, 2013 3:25 pm
beutifull....cant wait to test it 8-)

thx for the hard work.

cheers
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Re: NEW : OctaneRender 1.5 Alembic animation support continu

Postby nuno1980 » Wed Dec 04, 2013 9:26 pm

nuno1980 Wed Dec 04, 2013 9:26 pm
@RayTracey:
Please should read my previous message!
NOTE: I'm sorry for bad english due to mute ;)

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Re: NEW : OctaneRender 1.5 Alembic animation support continu

Postby RayTracey » Wed Dec 04, 2013 9:33 pm

RayTracey Wed Dec 04, 2013 9:33 pm
dionysiusmarquis wrote:Nice! Will it use ram caching for rendered frames?


I'm not sure what you mean by that, but you can write a script that renders each frame until a specified samplecount is reached and saves it to disk (like the turntable animation feature). You can also combine it with a camera path which is scripted or imported from an alembic file.
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Re: NEW : OctaneRender 1.5 Alembic animation support continu

Postby j7th » Wed Dec 04, 2013 10:11 pm

j7th Wed Dec 04, 2013 10:11 pm
There are a lot of misunderstanding without description of accessible lua api commands.
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Re: NEW : OctaneRender 1.5 Alembic animation support continu

Postby dionysiusmarquis » Wed Dec 04, 2013 10:20 pm

dionysiusmarquis Wed Dec 04, 2013 10:20 pm
RayTracey wrote:
dionysiusmarquis wrote:Nice! Will it use ram caching for rendered frames?


I'm not sure what you mean by that, but you can write a script that renders each frame until a specified samplecount is reached and saves it to disk (like the turntable animation feature). You can also combine it with a camera path which is scripted or imported from an alembic file.


Ok, I had an After Effects like approach in mind. Play -> render frames to ram -> play again from ram (no gpu rendering happens). For quick review. At the moment you make changes the ram will be cleared.
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Re: NEW : OctaneRender 1.5 Alembic animation support continu

Postby Rikk The Gaijin » Thu Dec 05, 2013 1:00 am

Rikk The Gaijin Thu Dec 05, 2013 1:00 am
This is all very exciting, I just hope it will be easy to use, because I don't know anything about scripting, and I don't really want to be in the situation like no script=no feature...
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Re: NEW : OctaneRender 1.5 Alembic animation support continu

Postby RayTracey » Thu Dec 05, 2013 1:05 am

RayTracey Thu Dec 05, 2013 1:05 am
Rikk The Gaijin wrote:This is all very exciting, I just hope it will be easy to use, because I don't know anything about scripting, and I don't really want to be in the situation like no script=no feature...

The LUA scripting is not hard and quite addictive. Once you get the hang of it you'll want to write a script for everything.
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Re: NEW : OctaneRender 1.5 Alembic animation support continu

Postby prehabitat » Thu Dec 05, 2013 1:15 am

prehabitat Thu Dec 05, 2013 1:15 am
I'm looking forward to it! :D
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Re: NEW : Preview of OctaneRender 1.5

Postby nuno1980 » Sat Dec 07, 2013 1:47 pm

nuno1980 Sat Dec 07, 2013 1:47 pm
@Raytracey:
URGENT - should response my 2 previous messages. :?
NOTE: I'm sorry for bad english due to mute ;)

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Re: NEW : Preview of OctaneRender 1.5

Postby Tugpsx » Sat Dec 07, 2013 3:03 pm

Tugpsx Sat Dec 07, 2013 3:03 pm
Regarding the inclusion of a simple editor for LUA scripting. Years ago there was a GUI drag and drop scripting add-on for LUA that was used on PlayStation Portable and other similar console. This interface was in the public domain and could easily be added to the Octane interface to add simple scripting for dropdown of pre populated simple commands. the consoles don't have keyboards so we devised a way to select simple commands from a list and submitted them to be processed. Now im not sure how much time and effort you want to spend on this process, but since it will be an integral part to adding great functionality to Octane there may be an avenue here for a spin off group or at least community input.
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