Everything worked great. I had an actual hard deadline for a VFX shot with a volume in it, and Octane really saved the day. I'll share some details about the various workarounds I had to do to render my relatively simple VFX scene.
I used the Maya plugin to export an .orbx to use in Standalone 3. I had to uncheck the merge all objects into one alembic scene option in order to get the camera animation to be recognized in Octane Standalone, which isn't documented anywhere. Perhaps you should add a section called, "Animation," to your manual, and include this detail.
Naturally a volume primitive or transform did not export from Maya, so I had to manually place my volume into the scene. Fortunately its transform did not animate, but it did have a transform. Bug: A volume basically vanishes when you reduce its scale in Octane Standalone. To address this, I transformed the entire scene such that the volume's transform was (0,0,0) (0,0,0) (1,1,1). I did this by parenting the scene to the volume in Maya, changing (not resetting) the transform of the volume to (0,0,0) (0,0,0) (1,1,1) and unparenting everything. You may need to parent the camera to a curve / locator to keep its animation curves correct. Since FumeFX treats the pivot point of its fluid container in the lower left corner, I placed my volume with a Placer node at (-width/2, -height/2, -depth/2) (0,0,0) (1,1,1). This resulted in the right composition.
My kernel settings seemed to have no effect on the quality of the volume. Note, I did not use any emission from the volume and just texture lighting.
I could not set the velocity and hence have no motion blur in my volume. Like other posters have mentioned, it would be great to specify how to interpret the 3 "Velocity" channels in FumeFX as a single vec3 velocity.
Windows 10 with Maya 2016
OctaneRender™ Standalone 3.00 alpha 9
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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.
I have added this to the to-do list.nikostap wrote:Could u add support Fume vdb, It is only necessary to add support of velosity like
"
VelosityX-float
VelosityY-float
VelosityZ-float
"
instead
"
(v) - vec3
"
(in Houdini, there is a Vector Merge node which merges the float channels together).
Just making sure I understand - when you reduce the scale of the volume in standalone, did it actually disappear or did it reduce in size very quickly? When you reduce its size greatly, you must also reduce its volume step length.doctorpangloss wrote: Bug: A volume basically vanishes when you reduce its scale in Octane Standalone. To address this, I transformed the entire scene such that the volume's transform was (0,0,0) (0,0,0) (1,1,1). I did this by parenting the scene to the volume in Maya, changing (not resetting) the transform of the volume to (0,0,0) (0,0,0) (1,1,1) and unparenting everything. You may need to parent the camera to a curve / locator to keep its animation curves correct. Since FumeFX treats the pivot point of its fluid container in the lower left corner, I placed my volume with a Placer node at (-width/2, -height/2, -depth/2) (0,0,0) (1,1,1). This resulted in the right composition.
The volume rendering is pretty good when there is just absorption and emission - when there is scattering in the mix then the volume step length really comes in handy.doctorpangloss wrote: My kernel settings seemed to have no effect on the quality of the volume. Note, I did not use any emission from the volume and just texture lighting.
We'll be adding support to load 3 float channels and have Octane automatically convert it to a vec3 velocity grid.doctorpangloss wrote: I could not set the velocity and hence have no motion blur in my volume. Like other posters have mentioned, it would be great to specify how to interpret the 3 "Velocity" channels in FumeFX as a single vec3 velocity.
- enricocerica
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The rendering stops when changing a material after selecting a render region .
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- Elvissuperstar007
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how to create volumetric light rays of the sun? alpha 3 I did it, now I can not see anything
Octane 3 alpha 3
Octane 3 alpha 3
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Camera environment pin on render target - set scattering and change scattering direction to ~0.95Elvissuperstar007 wrote:how to create volumetric light rays of the sun? alpha 3 I did it, now I can not see anything
Octane 3 alpha 3
Send us the scene if it still doesn't work
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- Moonrooster
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Moonrooster wrote:The problem of octane standalone failing to render more than around 40 million polygons still exists in alpha 9 as reported in various threads including this one :
viewtopic.php?f=9&t=53441
( I even provided a testscene there for developers in that thread )
Would be nice if someone even acknowledged that they are aware of the problem.
A week has passed and not a single word from any developer regarding this issue.
I know your busy for the upcoming release in May, but please.. SOME kind of feedback instead of just stonewalling would be nice.
Windows 8.1 , 32 GB Ram
2 GTX Titans
3DSMax Plugin
2 GTX Titans
3DSMax Plugin
We are working on it. Sorry, I thought we already confirmed the issue...Moonrooster wrote:Moonrooster wrote:The problem of octane standalone failing to render more than around 40 million polygons still exists in alpha 9 as reported in various threads including this one :
viewtopic.php?f=9&t=53441
( I even provided a testscene there for developers in that thread )
Would be nice if someone even acknowledged that they are aware of the problem.
A week has passed and not a single word from any developer regarding this issue.
I know your busy for the upcoming release in May, but please.. SOME kind of feedback instead of just stonewalling would be nice.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
- Moonrooster
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- Location: Sweden
Good to hear abstrax!, and thanks for the reply..abstrax wrote:We are working on it. Sorry, I thought we already confirmed the issue...Moonrooster wrote:Moonrooster wrote:The problem of octane standalone failing to render more than around 40 million polygons still exists in alpha 9 as reported in various threads including this one :
viewtopic.php?f=9&t=53441
( I even provided a testscene there for developers in that thread )
Would be nice if someone even acknowledged that they are aware of the problem.
A week has passed and not a single word from any developer regarding this issue.
I know your busy for the upcoming release in May, but please.. SOME kind of feedback instead of just stonewalling would be nice.

Windows 8.1 , 32 GB Ram
2 GTX Titans
3DSMax Plugin
2 GTX Titans
3DSMax Plugin
This is something I found, when I select the render resolution dropdown:
RESOLUTION > Digital broadcast > 7680 x 4320 (4320p UHD)
it fills in the res at 1920 x 1080, instead of the 7680 x 4320, so I have to manually transform it to the correct values.
RESOLUTION > Digital broadcast > 7680 x 4320 (4320p UHD)
it fills in the res at 1920 x 1080, instead of the 7680 x 4320, so I have to manually transform it to the correct values.
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Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
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Plugs: Enterprise