You can use the animation script from this thread: http://render.otoy.com/forum/viewtopic. ... 7&start=20 It's very straightforward to use.Rikk The Gaijin wrote:Just tested out the new version, and the problem I had with Alembic animation is fixed, thanks guys, great job as always!![]()
I have a question I asked before but I got no answer: how do I render out the entire animation?
OctaneRender™ Standalone 1.24
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
- Rikk The Gaijin
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- Location: Japan
I see. Personally I have an hateful relationship with scripts in general, is there gonna be a button or something in the actual interface?RayTracey wrote:You can use the animation script from this thread: http://render.otoy.com/forum/viewtopic. ... 7&start=20 It's very straightforward to use.
The idea is actually to un-clutter the standalone GUI by removing buttons and replacing them with scripts where ever it makes sense.Rikk The Gaijin wrote:I see. Personally I have an hateful relationship with scripts in general, is there gonna be a button or something in the actual interface?RayTracey wrote:You can use the animation script from this thread: http://render.otoy.com/forum/viewtopic. ... 7&start=20 It's very straightforward to use.
- Rikk The Gaijin
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- Location: Japan
And why is that?! The User Interface purpose is to give the user an easy access to all the program's tools, why do you want to remove that?! Personally I would HATE to see the standalone version turned into a command line window... Am I the only one that likes to use User Interfaces?!RayTracey wrote:The idea is actually to un-clutter the standalone GUI by removing buttons and replacing them with scripts where ever it makes sense.Rikk The Gaijin wrote:I see. Personally I have an hateful relationship with scripts in general, is there gonna be a button or something in the actual interface?RayTracey wrote:You can use the animation script from this thread: http://render.otoy.com/forum/viewtopic. ... 7&start=20 It's very straightforward to use.

- stratified
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Don't worry, we're not going to turn the Standalone into a command line application. Generic functionality will still have it's place.
But what Sam said makes sense. For example, now that we have animation support, there are a gazillion different ways to do an animation (turntable, daylight, yaw, pitch, roll, ...). You don't want to have a gazillion buttons, it just bloats the UI.
With scripting there's going to be a lot of functionality possible that only makes sense for a handful of users. We don't want to warrant screen space to all that stuff that's useless for 99% of our users.
cheers,
Thomas
But what Sam said makes sense. For example, now that we have animation support, there are a gazillion different ways to do an animation (turntable, daylight, yaw, pitch, roll, ...). You don't want to have a gazillion buttons, it just bloats the UI.
With scripting there's going to be a lot of functionality possible that only makes sense for a handful of users. We don't want to warrant screen space to all that stuff that's useless for 99% of our users.
cheers,
Thomas
- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
I see you point, but can't you just add a new window dedicated to animation, with all the needed buttons there? Something like Maya does for the different areas, modeling, animations, dynamics, etc, so the interface doesn't become too crowded, it just changes based on what you need. And possibly make the windows detachable, so we can move them to a second screen.stratified wrote:Don't worry, we're not going to turn the Standalone into a command line application. Generic functionality will still have it's place.
But what Sam said makes sense. For example, now that we have animation support, there are a gazillion different ways to do an animation (turntable, daylight, yaw, pitch, roll, ...). You don't want to have a gazillion buttons, it just bloats the UI.
With scripting there's going to be a lot of functionality possible that only makes sense for a handful of users. We don't want to warrant screen space to all that stuff that's useless for 99% of our users.
cheers,
Thomas
Nothing has changed here I loaded the 2 versions of octane with the same scene. interesting there are 2 render targets but only one has this problem.roeland wrote:Keep in mind that the subsurface scattering is dependent on the scale of the object. If the scale changes you need to change the medium scale setting accordingly.Tugpsx wrote:Thanks for new options, great to see you guys were putting in the extra effort during the Holidays. Much appreciated.
However, There is an issue with something here since these are the same scenes loaded raw in OC123 and OC124
Can you also verify with the infochannel/wireframe kernel if the normals aren't flipped?
--
Roeland
Win 11 64GB | NVIDIA RTX3060 12GB
Someone else posted a similar problem, and it was due to the normals pointing inwards on the imported geometry. This happens if the geometry is exported with clockwise vertex order (Octane expects counter-clockwise order).Tugpsx wrote:Nothing has changed here I loaded the 2 versions of octane with the same scene. interesting there are 2 render targets but only one has this problem.
Otherwise, what are the material settings and the different render settings in the two render targets?
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Roeland
Did a bit more experimenting and found that it is caused by the render target.
When this target is selected one of the GPU fails, yet if I select another render target it works fine.
The system has 2 graphics cards a GTX660 and GTX480, the GTX 660 is the card that fails when this target is loaded.
When this target is selected one of the GPU fails, yet if I select another render target it works fine.
The system has 2 graphics cards a GTX660 and GTX480, the GTX 660 is the card that fails when this target is loaded.
Win 11 64GB | NVIDIA RTX3060 12GB
hi rikk,Rikk The Gaijin wrote:I see you point, but can't you just add a new window dedicated to animation, with all the needed buttons there? Something like Maya does for the different areas, modeling, animations, dynamics, etc, so the interface doesn't become too crowded, it just changes based on what you need. And possibly make the windows detachable, so we can move them to a second screen.
trust me, lua script is a neat powerfull and flexible solution for expanding the octane functionality

you don't need to dirt your hands with code if you don't want, you just need to create a directory for lua scripts and set it in the octane preferences.
octane team and other talented users are preparing very interesting and powerful scripts, you need only to save them in the lua directory and call them via script menu.
if necessary, the script could have an interface with extra window where you can easy setup the things

we are in beta stage and the things must be refined, but for me is a very good way to go for the future

edit:
just an example of what grimm is doing:
http://render.otoy.com/forum/viewtopic.php?f=73&t=37489 ciao beppe