exporting animations

Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

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lightboy
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Hi Paul
Says in the manual:
To export an entire scene (including the animation timeline) to Octane Standalone, enter the following command:
octane.command exportAlembic

Where do you enter that command?

Also what do you mean by: NOTE: Only the “Camera” and “Mesh” pins of the rendertarget are animated.
Does that mean that instances do not receive their animation on export?

I'm asking cause I have a scene that takes 45 seconds to render and and 1 minute to reload on each frame update when rendering.
I tried load all frames and every frame gets a refresh that takes 3 minutes.
So I'm thinking if I can export everything into standalone will it load the instances with their animation and render out the animation with out refreshing each frame?
Thanks
Keith
Windows 10 | 1950x threadripper |64gb Ram | EVGA GTX1080 ti x3 |
Modo 13 64bit
Lightwave 2018
Nvidia driver 419.67
Octane modo plugin version 4.04.0.145
Octane lightwave plugin version 4.04
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face_off
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Hi Keith

Just type "octane.command exportAlembic" into the Modo command prompt (where you type all other Modo commands available from F5).
Also what do you mean by: NOTE: Only the “Camera” and “Mesh” pins of the rendertarget are animated.
Does that mean that instances do not receive their animation on export?
Instances are conected to the Mesh pin of the rendertarget, so they will be exported correctly.
I'm asking cause I have a scene that takes 45 seconds to render and and 1 minute to reload on each frame update when rendering.
I tried load all frames and every frame gets a refresh that takes 3 minutes.
So I'm thinking if I can export everything into standalone will it load the instances with their animation and render out the animation with out refreshing each frame?
Octane Standalone will still need to refresh the geometry each frame, but may do it quicker. Are you saying that ticking "Load All Frames" causes the animation to take LONGER each frame? That should not be possible (unless there is a bug!).

Which release of the plugin are you using?

Thanks

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
lightboy
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Location: Ontario, Canada

Hi Paul
I'm using version 2.12.1.37.
I did have the latest one installed but went back to this version as I am making changes to a previous animation and scene brightness was different with the new version. I needed the older and the new animation to match, the old animation was rendered in the 2.12.1.37 version.
I will install the updated version after this job is out and give it a go to see if it has the same slowdown on load all frames.
Thanks
Keith
Windows 10 | 1950x threadripper |64gb Ram | EVGA GTX1080 ti x3 |
Modo 13 64bit
Lightwave 2018
Nvidia driver 419.67
Octane modo plugin version 4.04.0.145
Octane lightwave plugin version 4.04
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face_off
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Location: Adelaide, Australia

Thanks Keith

There is a relatively simple formula for converting the old exposure value to the new one (it's in the Octane Standalone release notes) - if you want to use the latest release of the plugin. However I'm not aware of any animation speed differences between 2.12.1.37 and the latest release.

Load time with Load All Frames enabled should be very very quick - since it only updates the Octane timeline - there are no geometry updates.

If load time is proving a problem - pls send me the scene and I will take a closer look to see if there is another issue.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
lightboy
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Location: Ontario, Canada

Thanks Paul
Would you happen to know the formula for the conversion?
I read through the release notes at the top of the forum and did not see it.
Thanks
Keith
Windows 10 | 1950x threadripper |64gb Ram | EVGA GTX1080 ti x3 |
Modo 13 64bit
Lightwave 2018
Nvidia driver 419.67
Octane modo plugin version 4.04.0.145
Octane lightwave plugin version 4.04
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face_off
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Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Hi Keith - the formula is

Code: Select all

newExposure = oldExposure / (oldFstop * oldFstop) * oldIso * 0.1 * 118 / 255;
Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
lightboy
Licensed Customer
Posts: 88
Joined: Mon Mar 10, 2014 4:08 pm
Location: Ontario, Canada

Got it thanks that corrects the exposure difference.
I'm just try the new build out and the first change I don't like is every time I refresh the scene modo pops up an octane error.
The log is complaining about some objects not having UV maps.
Didn't get that in the old build I was using before.
Keith
Windows 10 | 1950x threadripper |64gb Ram | EVGA GTX1080 ti x3 |
Modo 13 64bit
Lightwave 2018
Nvidia driver 419.67
Octane modo plugin version 4.04.0.145
Octane lightwave plugin version 4.04
User avatar
face_off
Octane Plugin Developer
Posts: 15714
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

I'm just try the new build out and the first change I don't like is every time I refresh the scene modo pops up an octane error.
The log is complaining about some objects not having UV maps.
Didn't get that in the old build I was using before.
Hi Keith - that message was previously sent to the Modo Event Log. I moved it to the Octane log, because it becomes more critical in the next release (which supports Multiple UV maps). Is the error popping for a valid Modo mesh item which should be UV mapped?

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
lightboy
Licensed Customer
Posts: 88
Joined: Mon Mar 10, 2014 4:08 pm
Location: Ontario, Canada

Hi paul
The error message pops up on every frame on reload so it prevents the rendering of an animation unless I disable the error message in modo which I don't want to do.
The error message is coming up on some parts from a cad model, why I don't know .
There is no UV maps on most of the cad parts but there is color applied.
meshes that have image maps etc on them have UV maps.
Thanks
Keith
Windows 10 | 1950x threadripper |64gb Ram | EVGA GTX1080 ti x3 |
Modo 13 64bit
Lightwave 2018
Nvidia driver 419.67
Octane modo plugin version 4.04.0.145
Octane lightwave plugin version 4.04
User avatar
face_off
Octane Plugin Developer
Posts: 15714
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

There is no UV maps on most of the cad parts but there is color applied.
meshes that have image maps etc on them have UV maps.
I can either suppress that message altogether, or relegate it back to the Modo Event Log, or just disable it when rendering animations. Which do you think is best?

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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