Animation test - PhysX driven boxes...
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Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the top left corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
It's third actually posted here 

- meleseDESIGN
- Posts: 69
- Joined: Fri Mar 19, 2010 7:37 pm
- Location: Germany / Berlin
- Contact:
Would you mind to explain your workflow in Octane to render Animations?


XP 64-bit | ASUS MARS DUAL GTX285 4GB Limited Edition | DUAL XEON X5570 | 48GB DDR3 ECC Reg 1333MHz
Sure
- Setup your scene in your host app, bake everything ( object position, rotation etc )
- go to your prefered frame start ( my case it was frame 80 )
- Export a test Obj
- Imoprt in octane
- Find your camera angle, play with colours and light.
- Press pause
- Start the tedious task to do the following in a loop :
- Export first frame in your animation as obj
- Relink the Obj file in Octane
- Press render button and wait till you got the quality you want
- Press screen capture, and make sure its your whole monitor that is captured
- Press Pausse in the renderer
- back to host app, scrub 1 frame forward
- Export Obj
- Relink Obj
- Press render
- and so forth...
So you will end up with a stack of screencaptures that you rename to 01,02,03,04,05 etc..then import to Post application.
I rendered 40 images, then interpolated that with timewarp in aftereffects to around 360 frames. I didnt do a 1:1 pixel/vector lookup as that is time consuming, this is why some edges drift at points ( looks like local heat waves )
My scene took 34 seconds to export each time, so as soon as i hit render in octane i went back to host app and made a new export so it was both exporting a new obj and rendering to save a bit of time.
You can also fake camera moves like this easily. Write a script that flips the relation every object has in relation to an animated camera in your host app. So the output will be a static camera and a moving scene.
You can for example do this with a car pan with a 3d camera perspective ( not just a big image zoom then pan ) This situation works for sunlight as you are moving the objects on a parallel to the camera so the shadows whont move.
Shadows would move if you did a turn table, but you can chose to ignore sunlight and do it adn it wont look weird.
- Setup your scene in your host app, bake everything ( object position, rotation etc )
- go to your prefered frame start ( my case it was frame 80 )
- Export a test Obj
- Imoprt in octane
- Find your camera angle, play with colours and light.
- Press pause
- Start the tedious task to do the following in a loop :
- Export first frame in your animation as obj
- Relink the Obj file in Octane
- Press render button and wait till you got the quality you want
- Press screen capture, and make sure its your whole monitor that is captured
- Press Pausse in the renderer
- back to host app, scrub 1 frame forward
- Export Obj
- Relink Obj
- Press render
- and so forth...
So you will end up with a stack of screencaptures that you rename to 01,02,03,04,05 etc..then import to Post application.
I rendered 40 images, then interpolated that with timewarp in aftereffects to around 360 frames. I didnt do a 1:1 pixel/vector lookup as that is time consuming, this is why some edges drift at points ( looks like local heat waves )
My scene took 34 seconds to export each time, so as soon as i hit render in octane i went back to host app and made a new export so it was both exporting a new obj and rendering to save a bit of time.
You can also fake camera moves like this easily. Write a script that flips the relation every object has in relation to an animated camera in your host app. So the output will be a static camera and a moving scene.
You can for example do this with a car pan with a 3d camera perspective ( not just a big image zoom then pan ) This situation works for sunlight as you are moving the objects on a parallel to the camera so the shadows whont move.
Shadows would move if you did a turn table, but you can chose to ignore sunlight and do it adn it wont look weird.
Amiga 1000 with 2mb memory card
[gk] It would be easier for you if you had a license
you could just hit the save image button 


Kubuntu 9.04 | Nvidia Gainward 9500 GT | Intel Core2 Quad 2.40 Ghz | 4 GB RAM
Awesome result !
Its cool how simple objects + physics + dof is mindblowing every time
The lighting is also very good
Its cool how simple objects + physics + dof is mindblowing every time

The lighting is also very good
http://Kuto.ch - Samuel Zeller - Freelance 3D Generalist and Graphic designer from Switzerland
- meleseDESIGN
- Posts: 69
- Joined: Fri Mar 19, 2010 7:37 pm
- Location: Germany / Berlin
- Contact:
Uh, i see.
You were rendering every frame one by one.
So Octane isn't really rendering animations yet, right?
Will it be possible to render animations with an upcoming version?

You were rendering every frame one by one.
So Octane isn't really rendering animations yet, right?
Will it be possible to render animations with an upcoming version?

XP 64-bit | ASUS MARS DUAL GTX285 4GB Limited Edition | DUAL XEON X5570 | 48GB DDR3 ECC Reg 1333MHz