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Re: NEW : OctaneRender 1.5 Alembic animation support continu

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

thx for the hard work.

cheers
resmas

Re: NEW : OctaneRender 1.5 Alembic animation support continu

PostPosted: Wed Dec 04, 2013 9:26 pm
by nuno1980
@RayTracey:
Please should read my previous message!

Re: NEW : OctaneRender 1.5 Alembic animation support continu

PostPosted: Wed Dec 04, 2013 9:33 pm
by RayTracey
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.

Re: NEW : OctaneRender 1.5 Alembic animation support continu

PostPosted: Wed Dec 04, 2013 10:11 pm
by j7th
There are a lot of misunderstanding without description of accessible lua api commands.

Re: NEW : OctaneRender 1.5 Alembic animation support continu

PostPosted: Wed Dec 04, 2013 10:20 pm
by dionysiusmarquis
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.

Re: NEW : OctaneRender 1.5 Alembic animation support continu

PostPosted: Thu Dec 05, 2013 1:00 am
by Rikk The Gaijin
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...

Re: NEW : OctaneRender 1.5 Alembic animation support continu

PostPosted: Thu Dec 05, 2013 1:05 am
by RayTracey
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.

Re: NEW : OctaneRender 1.5 Alembic animation support continu

PostPosted: Thu Dec 05, 2013 1:15 am
by prehabitat
I'm looking forward to it! :D

Re: NEW : Preview of OctaneRender 1.5

PostPosted: Sat Dec 07, 2013 1:47 pm
by nuno1980
@Raytracey:
URGENT - should response my 2 previous messages. :?

Re: NEW : Preview of OctaneRender 1.5

PostPosted: Sat Dec 07, 2013 3:03 pm
by Tugpsx
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.