Aperture on alembic to stand alone

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Refracty
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Aperture control on Alembic camera to standalone - how?
When I export a camera as alembic, what value will control the aperture /depth of field strength ?
calus
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Refracty wrote:Aperture control on Alembic camera to standalone - how?
When I export a camera as alembic, what value will control the aperture /depth of field strength ?
If you export your camera as ORBX with embeded alembic, if you animated the octane "aperture" attribute in maya, you'll have the same depth of field animation in Standalone.
In standalone you won't have access to this attribute anymore, but still have some control on depth of field with "aperture edge" attribute.
and if you have animated octane "focal depth" attribute in Maya, don't forget to put the "autofocus" attribute to off in standalone.

If you were talking about a camera exported as Maya Alembic cache, and what custom attribute add to the camera shape to mimic what ORBX export do, I don't know as curiously when you reimport octane alembic camera in maya I can't see any custom attribute.
Last edited by calus on Wed Jun 15, 2016 7:49 pm, edited 1 time in total.
Pascal ANDRE
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I got this from these forums, can't remember where.. create a thin lens camera and connect everything. works really well.

hope that helps
FromABC2Thin.orbx
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*note, this won't animate the aperture. calus method will work for that. I have to use this method in order to hide/unhide objects using maya's exporter as that feature still isn't supported with octane's
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Refracty
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Hi Calus and Gah5118,
thanks for the quick help.
I think that the alembic file will transfer the focus distance form the regular Maya camera but I couldn't find the aperture.
I might test the ORBX export solution from Octane. I thought this will also use an alembic wrapped inside an orbx so there must be a attribute to set the DOF.
FromABC2Thin sounds promising - Hopefully it will contain Motion Blur.
capmotion
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ABC2Thin works great.
If only it passed on Motion Blur, it would be awesome..!
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abstrax
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Please try this script to copy the animated camera out of a scene node graph:
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create camera snapshot.lua
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Refracty
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Hi Calus and Maya users,

I am still having trouble with the motion blur of exported camera in Octane standalone.
Basically there are 2 routes to go.

1. Exporting a Maya camera via Alembic
This works fine but there are missing inputs for aperture und focal depth.
Via a lua script I can bind a thin lens camera to the alembic one, but the motion blur is missing.
I used Reel Smart MB in post but the results are not perfect.
So I need a way to have Motion Blur on the thin lens cam.
Is there a way to transfer motion blur vectors to the thin lens camera?

2. Exporting the camera via the ORBX exporter (as far as Octane in installed)
I have a camera in the scene that is bound via position and rotation constraints.
So, I baked the transformation channels and exported the selected cam via ORBX-Alembic export.
But when I import this alembic cam in SA, there is no animation.
What is missing here?
Would an animated focal depth attribute be exported in the ORBX-alembic file?

3. Why does a alembic camera has no inputs for focal depth and aperture? It would be super useful.

Thanks for the feedback
calus
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Since quite a few release now the ORBX exporter don't embed the camera in the Alembic node anymore,
and always export the active Maya camera as an Octane Camera Node collapsed in the RenderTarget node,
all camera attributes are exported with their animation.
As previously the camera was accessible from the Alembic node and as the RenderTagert node is collapsed, it's easy to miss the exported camera,
(Right clic on RenderTaget > "expand items" to actually see the camera node in the nodegraph editor.)

So exporting from Maya to animated ORBX (with or without the alembic option ),
you should just get a perfect camera with everything animated and accessible. :)
Pascal ANDRE
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Refracty
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Hi Calus,
thanks for the clarifcation.
I have been thinking that it was possible to select a camera and export it via ORBX, but if only the active viewport cam is exported that is fine, too.
Just good to know.
You give the best Maya support - So helpful.
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