Hi, I Have a scene with a terrain containing a bunch of instanced tree and rocks across the surface.
The problem is that none of these are rendering in IPR or the f9 octane render.
Equally I have a flocking system set up with deer running over the surface of the terrain...not rendering either.
I'm using the latest build of lightwave along with the latest update of octane.
Not sure if I'm doing something wrong or these things aren't supported?
Thanks.
No instances/flocking rendering
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- electric_eric
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- gordonrobb
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I take it by latest build of LW you mean 11.6 and if so, have you got the 11.6 specific octane plugin?
I've rendered instances ok.
Load up the sample content LW scene for instances or flocking and see if they work.
I've rendered instances ok.
Load up the sample content LW scene for instances or flocking and see if they work.
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- electric_eric
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Perfect thanks, I had these turned off in the scene editor.juanjgon wrote:Yes, instancing should work without problems. Please be sure that you have both instancing surface object and the instanced root object enabled in the scene editor.
-Juanjo
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- electric_eric
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As I mentioned I have a herd of deer running across a terrain using flocking/instancing.
The instancer is set to use 4 copies of the same deer run cycle mesh, each using the same mdd but having frames offset so as to create variation in the herd.
This all works fine in open gl but in the octane render I'm seeing all of the deer running in time with one another as if the frame offset isnt working.
I have also tried assign a different mdd to each deer with the same result.
It seems octane is only seeing the top level within the instancer.
Am I doing something wrong, is there a way around this or is this just a limitation of octane?
Many Thanks.
The instancer is set to use 4 copies of the same deer run cycle mesh, each using the same mdd but having frames offset so as to create variation in the herd.
This all works fine in open gl but in the octane render I'm seeing all of the deer running in time with one another as if the frame offset isnt working.
I have also tried assign a different mdd to each deer with the same result.
It seems octane is only seeing the top level within the instancer.
Am I doing something wrong, is there a way around this or is this just a limitation of octane?
Many Thanks.
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- electric_eric
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Aha...just found the 'Instance LW clones' checkbox.
Unchecking that has solved the problem.
Unchecking that has solved the problem.
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Can you please try again after disable the option "Instance LW clones" available inside the root node options in the render target node editor?electric_eric wrote:As I mentioned I have a herd of deer running across a terrain using flocking/instancing.
The instancer is set to use 4 copies of the same deer run cycle mesh, each using the same mdd but having frames offset so as to create variation in the herd.
This all works fine in open gl but in the octane render I'm seeing all of the deer running in time with one another as if the frame offset isnt working.
I have also tried assign a different mdd to each deer with the same result.
It seems octane is only seeing the top level within the instancer.
Am I doing something wrong, is there a way around this or is this just a limitation of octane?
Many Thanks.
-Juanjo
- electric_eric
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Yes, all works fine now thanks.
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