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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

ok, i'll ask [gk] to check it out, might take a while i don't think he's online right now.
it's definately a strange issue, i've never seen it before, especially when smoothing is off.

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
daadaa
Posts: 17
Joined: Wed May 12, 2010 7:47 am

i tried an old low poly file..... it worked! :D .... lol but another problem... the window wont enlarge or full screen...

sorry btw, i seem to be unlucky with these things, the problems always finds me for some reason :S
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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

daadaa wrote:i tried an old low poly file..... it worked! :D .... lol but another problem... the window wont enlarge or full screen...

sorry btw, i seem to be unlucky with these things, the problems always finds me for some reason :S
Image
just click on the four arrows button.
if this gives issues i'd recommend installing the latest drivers for your card/os.

Radiance

PS: The demo's resolution is locked to 1024x512
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
kilaD
Licensed Customer
Posts: 215
Joined: Sun Mar 21, 2010 12:34 pm
Location: Norway
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Hi daadaa

The normals on your model is totally screwed up, has this been modeled in modo or lightwave with normalweights?
This is not a octane or octane-exporter problem, but try this:
- clear all smoothinggroups
- put a normalmodifier an unify faces
- eventually autosmooth it

Use triangles when exporting
Hello
daadaa
Posts: 17
Joined: Wed May 12, 2010 7:47 am

hey, its made in max, and i have put a normal modifier to unify normals.

i dont get why it does that, im going through a few of my old models... it seems only some models have the problem... which is weird cus i dont remember doing anything different :S Also i find that sometimes octane makes weird mistakes...
e.g here the first time i imported this model, octane seemed to have cut the model in half, but the problem does not reoccur when i restarted the program.
Image
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but heres some nice imgs of the ones that did work :D
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kilaD
Licensed Customer
Posts: 215
Joined: Sun Mar 21, 2010 12:34 pm
Location: Norway
Contact:

here how it looks in max when converting to editable poly:

Image

then put on a normalmod - unfy normals

i also put on a new standardmaterial

Image

k
Hello
daadaa
Posts: 17
Joined: Wed May 12, 2010 7:47 am

true true....
i applied normal modifier... everthing looks normal,
exported as tris again but still have the problem. so i guess its a problem with max?
daadaa
Posts: 17
Joined: Wed May 12, 2010 7:47 am

when u apply normal mod are u checking flip normals?
the model does not smooth when unless i check flip normals.
krsz
Posts: 2
Joined: Thu May 27, 2010 8:03 pm

Hi,
I tried the file in modo. The size if the shell is 1000 times biger than should be it was more than 4,5 km long.
I resized the shell and I tried in octane, but the result was not the best. Surface was still bad as in your original render.
After the model been SubD's in modo and exported to obj file everyting turned ok. it works.
kilaD
Licensed Customer
Posts: 215
Joined: Sun Mar 21, 2010 12:34 pm
Location: Norway
Contact:

daadaa wrote:true true....
i applied normal modifier... everthing looks normal,
exported as tris again but still have the problem. so i guess its a problem with max?
yes, its a max problem. I only checked "unify normals", but also gave it a new standard material. Try that
Hello
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