Viewport ? wireframe ? top bottom, etc.. ?

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Javadevil
Licensed Customer
Posts: 66
Joined: Mon Jan 11, 2010 5:52 am

Hi,
Just wondering if there is or if there isn't it would be good to have top, bottom, right, left, front and back veiwports.
When I import my model a lot of the time I find I'm trying to find it somewhere in the scene.
If I I could quickly change to wireframe, top view insert a camera It would make life easier.
Since obj doesn't export cameras.

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

we're adding support to pass camera information as meta objects in the next release.

the requests you answer involve a lot of development / adding an additional openGL renderer,
so i don't expect that to be developped right now.

i was considering adding a navigation cross or something in a corner :)

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
Javadevil
Licensed Customer
Posts: 66
Joined: Mon Jan 11, 2010 5:52 am

Good to know your supporting camera information.
View extents would be handy.
Rhodesy
Licensed Customer
Posts: 40
Joined: Wed Jan 13, 2010 3:09 pm

yes my biggest crit so far is the navigation system and general lack of camera location. Unfortunately im using a geforce 9500GT which is pretty poor but even with the subsampling im finding navigating a large scene very hard indeed, ive 'lost' my building several times and had to close down and start a fresh. Also the option of rotating the camera on its own axis rather than the center of the screen would be most welcome, also using the arrow keys for moving the camera would add to the realtime experience, think first person shooter!

Im also finding octane massively unstable, like adding a hdr environment crashes it everytime. But my GPU is pants to be fair so it might be that!
Q6600/6GB RAM/GTX 480/Vista Business 64
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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

Rhodesy wrote:yes my biggest crit so far is the navigation system and general lack of camera location. Unfortunately im using a geforce 9500GT which is pretty poor but even with the subsampling im finding navigating a large scene very hard indeed, ive 'lost' my building several times and had to close down and start a fresh. Also the option of rotating the camera on its own axis rather than the center of the screen would be most welcome, also using the arrow keys for moving the camera would add to the realtime experience, think first person shooter!

Im also finding octane massively unstable, like adding a hdr environment crashes it everytime. But my GPU is pants to be fair so it might be that!
Does it actually crash with every HDR map you load?, haven't seen that before...
How much video ram does your card have ?

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
Rhodesy
Licensed Customer
Posts: 40
Joined: Wed Jan 13, 2010 3:09 pm

Actually today its much more stable and i can successfully load .hdr files - i think my PC must have needed the extra re-boot after updating the graphics drivers maybe. My card has 1GB of RAM on. Cant help noticing though that my current .hdr file (one bundled with the octane demo) expands to 693mb in GPU ram!! doesnt seem very practical when RAM is at a premium. Did I see something on here about plans for RAM optimisation or managing GPU RAM and mobo RAM? Would be interesting to know more....

Cheers and sorry for the false alarm about crashing with hdr import. Im going to get a nice GPU for my home PC but the one i want seems like its never in stock (gigabyte 275 1.8GB over clock one!)

Navigation is still equally frustrating today though - hope you can factor in some precious time on developing that further.
Q6600/6GB RAM/GTX 480/Vista Business 64
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pedrofelipe
Licensed Customer
Posts: 157
Joined: Mon Jan 18, 2010 2:06 pm
Location: The Netherlands

Regarding navegation in octane, Ive notice that scene scale is a very important factor. Currently what works for me is:

-Working in meters in max and export without scaling
-In octane, use the default settings on the scale matter (obj file units in metters to metters)

With that my pan,zoom and rotate work nice and smooth!

Hope that helped somehow
P
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Chris
Licensed Customer
Posts: 439
Joined: Thu Jan 14, 2010 5:01 pm
Location: Norway

Yeah i noticed that myself when exporting to Octane.
When it comes to unbiased rendering having a 1:1 scale workflow is a must.
Take for example a building, lets say the size is 1:10, the buidling is way to small and the light interaction wont be correct at all.
So meters to meters, inch to inch etc. Keep export settings in your 3D application to scale 1 and allways work in full scale.
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Win 7 64 | 1x GeForce GTX Titan | AMD Phenom II X6 3.20Ghz | 16GB
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Chris
Licensed Customer
Posts: 439
Joined: Thu Jan 14, 2010 5:01 pm
Location: Norway

Regarding camera movement. There should be two options.

1: As it is, freeroam camera.
2: Centre camera target in the middle of the scene or object of choice.

Ps: When 3Dconnexion support is added to Octane, camera movement will be much more easy.
________________________________________________________
Win 7 64 | 1x GeForce GTX Titan | AMD Phenom II X6 3.20Ghz | 16GB
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