OctaneRender for Carrara 2.06.0050 [Stable]

Carrara (Integrated Plugin developed by Sighman)
SciFiFunk
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Test results

Added Plugin Version number to ORVP title bar. - confirmed. Thanks.
The plugin now recognizes a Normal Map in the Bump channel. - I don't use normals so won't be testing this.
Removed annoyance shader diagnostics from the log. - Confirmed. Thanks.
Added Estimated Time to Complete and Elapsed Time to the Animation Tab.

- This last one is great, works on small scenes. On my reasonably complex scene (Detailed Space Shuttle) I get a long pause before it even goes to updating.
This isn't great for those 60 samples/frame animation test runs I do all the time (to check the animation). It works but can you confirm, is it doing something extra during that time, that might be overkill? Is this to do with CTRL-D dupes? There a a few in this scene.

Thanks.
Sighman
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SciFiFunk wrote:Test results
- This last one is great, works on small scenes. On my reasonably complex scene (Detailed Space Shuttle) I get a long pause before it even goes to updating.
This isn't great for those 60 samples/frame animation test runs I do all the time (to check the animation). It works but can you confirm, is it doing something extra during that time, that might be overkill? Is this to do with CTRL-D dupes? There a a few in this scene.
If you have motion blur enabled then the plugin needs to pre-compute the camera path. It does this by quickly running through the animation once before it starts the actual render pass. If you are doing test passes I suggest you turn off motion blur unless you are specifically testing it or doing your final render.
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SciFiFunk
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Good tip thanks. I'm using motion blur and DOF on the cameras - loving the output. :) I'll bear that in mind for the larger scenes.

Producing some pics now. Carrara-Octane rock solid throughout WOOHOO! :D
Tugpsx
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Sighman wrote:
Tugpsx wrote:Can we have the option of using the OVP when in the modeling room back. I used it when placing the decal on the PSP render project. It was great to see the real-time update as I moved the image around and even applied with 3DPaint brush and stamping tool. That is unless others had issues with it.
I didn't mean you can't use octane in the modelling room, all I meant was that you cannot launch the ORVP from the modelling room. CTRL-SHIFT-R is used by the vertex modeller so you cannot open the ORVP window from the edit menu when in the modelling room. Just switch to one of the other rooms and open it from there, then switch back.
I did try that before posting and OVP did not update as it did before. So something is different. I did notice that when you switch to modeler room from main that the OVP updated on the previous, it also worked for "Jump In". Some thing was triggering a change and the OVP would update. I guess its ok because some may not want that to happen. I do like the ability to work on the model and then return to the main room to see the results.
I usually work with multiple cameras, is there a quicker way to make them accessible in the OVP this could lead to a OVP switcher in the Carrara timeline editor.
That i'm sure would be a very desirable feature.
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SciFiFunk
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Tugpsx wrote: I usually work with multiple cameras, is there a quicker way to make them accessible in the OVP this could lead to a OVP switcher in the Carrara timeline editor.
That I'm sure would be a very desirable feature.
Tugs.

I've also put in an easy camera switch request as well. Some kind of selection drop down on the viewport would save time for those of us used to working with multiple cameras simultaneously.
Tugpsx
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Are you guys really up for a challenge, Here is a little test I tried. I had Carrara OVP, Studio OVP and Standalone all running at the same time on the same computer.
Granted my 660Ti has 3GB ram and the 480 has 1.7GB I was able to have 3 sessions of Octane rendering. This may be an interesting approach and could lead to multiple OVP in a single application. Not sure if anyone else would desire this but it would be great for rendering
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SciFiFunk
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Good info thanks. I've always been wary of having DAZ and CARRARA open at the same time. Good to know it can be done. :)
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orion_uk
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I've also put in an easy camera switch request as well. Some kind of selection drop down on the viewport would save time for those of us used to working with multiple cameras simultaneously.
Well I think that is unanimous then!

I had requested this from Sighman back in the early stages of the closed sessions (Build 1.31.004) Before 'free camera mode'..

Original request here:
http://render.otoy.com/forum/viewtopic.php?f=75&t=38231&p=171166&hilit=switch+cameras#p171166
Sorry, I did not mean a way of switching cameras during an animation but more while creating a project full stop!, A lack of imagination on my part in this respect as I can just add another camera (as I said above) and use that for navigation while viewing the ORVP for quick changes :roll: Besides, you have enough to do as it is ;).
Guys,
When it comes to features my priority will be flexible. Once I have ironed out all the 'bugs' I will be moving on to adding new/missing features. This includes better shader conversion as well as animation. In my opinion you can't make great animations without great shaders so I will likely lean towards shaders but not to the exclusion of all else. My secondary goal is to move render settings out of the ORVP setting page and directly into Carrara. This is the only way I see of being able to animate render target settings and save them in the .car file. This will begin with Cameras.
I am really glad this topic has come up again, I also would still like to see this to speed up work flow :D
Last edited by orion_uk on Fri Sep 05, 2014 4:58 pm, edited 1 time in total.
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orion_uk
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Tug:
This may be an interesting approach and could lead to multiple OVP in a single application. Not sure if anyone else would desire this but it would be great for rendering
So kinda like if you was working on a character (say in the game dev area) and you wanted to see live updates of the character as you changed its clothing but from all/various angles at the same time, providing the designer had a pretty awesome set up then I can see that being most useful. While it is good idea Tug, I cant see development heading in the multiple live viewport direction (not just yet anyway!) as it is a bit of a development tangent (although I may be proved wrong) and I think the idea is that the plugins are to be an integrated version of the standalone.

It would be Kinda cool to see live updates of characters/scenes from various angles all the same though ;)
http://www.Neil-Isted.com
Intel i7 870/2.93 GHz
RAM 16GB
1x Titan (6GB)
2x GTX 660Ti 2GB
Win10 Pro 64-bit
Carrara 8.5 Pro
Carrara - OR4C
OctaneRender™ for Blender
Ds pro
OR Standalone V4
Poser Plugin
Sighman
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Joined: Thu Jan 19, 2012 9:11 am
Location: Calgary, AB

orion_uk wrote:Tug:
This may be an interesting approach and could lead to multiple OVP in a single application. Not sure if anyone else would desire this but it would be great for rendering
So kinda like if you was working on a character (say in the game dev area) and you wanted to see live updates of the character as you changed its clothing but from all/various angles at the same time, providing the designer had a pretty awesome set up then I can see that being most useful. While it is good idea Tug, I cant see development heading in the multiple live viewport direction (not just yet anyway!) as it is a bit of a development tangent (although I may be proved wrong) and I think the idea is that the plugins are to be an integrated version of the standalone.

It would be Kinda cool to see live updates of characters/scenes from various angles all the same though ;)
Unfortunately, the Octane API is factored in such a way that you can only have one viewport in an application. You would need to do something like the Blender plugin where the viewport is actually run in a separate application. The Blender plugin was developed that way to get around the GNU license but, in theory, you could run multiple viewports off the same blender model. I toyed with this idea for Carrara but that is an experiment for next year.
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