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Compositing Workflow with Octane

PostPosted: Thu Jul 07, 2016 4:33 pm
by LFedit
Is there any workflow information when using octane in Nuke? Is it possible to model, animate, texture in modo or c4d with octane, export .orbx file and import into Nuke for further editing and compositing? If so, can geo still be moved in Nuke? Or if you wanted to move geo do you import obj, and do all the texturing from scratch in Nuke's octane plugin?
Thanks,

Re: Compositing Workflow with Octane

PostPosted: Fri Jul 08, 2016 12:33 am
by face_off
The are a few workflows. Have you watched https://youtu.be/g0l7ilK3Ufo - it might help. But in summary - if you animate in modo/c4d and export the individual animated elements as ORBX, you can load them into Nuke as a octane reference reference, and plug that node into a transform to move it, although you cannot animate the actual mesh vertices inside the ORBX. You can edit the reference ORBX and save the changes back to the ORBX (ie. texture changes). So you can either texture in modo/c4d, or texture in Nuke - you choice.

Paul

Re: Compositing Workflow with Octane

PostPosted: Tue Jul 12, 2016 8:29 pm
by LFedit
Thanks Paul, Great overview.

Just a clarification as I have a specific use for this type of set up. Could you bring in multiple ORBX scenes, use the transform node on each object (arrange furniture) while also having the light's be transformable and editable? Or is the workflow, bring 1 ORBX file into NUKE and modify what you can within Octane and the transform node for the whole scene. Your HDRI specific workflow mentioned over 1million polys bogs Nuke down. So wonder where the breaking point if for being able to use workflows in composite, VS just rendering out passes from Modo or C4d and then comping.

Thanks again,

Re: Compositing Workflow with Octane

PostPosted: Wed Jul 13, 2016 10:21 am
by face_off
You an add any number of ORBX files to the Nuke node graph and transform them individually.

Paul