Hi
Is there a way to introduce particle information so that I can control the emission material of a particle system via the lifespan?
I know you can do it in cycles, but not sure if that functionality is possible with octane.
Thanks
Particle Info Node?
I'm thinking about buying Octane Render for Blender (plugin), but I have my doubts. My main interest is the animation and the use of the physical system and particle system.
1. Does the plugin can render particles / physical without any problems?
2. Can render with Motion Blur?
3. What would be the limitations of the plugin in relation to rendering animation?
1. Does the plugin can render particles / physical without any problems?
2. Can render with Motion Blur?
3. What would be the limitations of the plugin in relation to rendering animation?
Intel Core i5-2500 CPU @ 3.30Ghz (Quad Core), 12.0GB RAM, NVIDIA GeForce GT 620. Windows 7 (64 bits)
It does a nice job with the particles.
I've had some success with motion blur, but mine has been limited to the way it renders in passes. I forgot the terminology, but if you set the shutter to make 10 subframes then it renders the movement extrapolated between the current and previous frames. If the movement is large you'll see 10 semi-transparent objects overlapping to form a pseudo-blur. In the stand-alone, I've had it make smooth motion blur. There is supposed to be a way to do it but I haven't figured it out. Something to do with setting up "moveable" shapes and assigning a proxy or some flag to each object so that they are handled in a way by the renderer to make them smooth. Someone else can explain it to you....I've asked and still left scratching my head.
I've found that there are limitation in various aspects. For instance, procedural texture don't adhere to the object space. And you can't access the particle info or other input to dynamically control things like you can in Cycles. The export to .abc, and .orbx doesn't seem to work so you can't export to the Stand-alone and take advantage of scatter files or other features not implemented in the plug-in. I would love to export my project and just run it directly in the SA to avoid the downtime of the server having to load the data to the engine every frame. I've found that some scenes take 25 seconds to load and then another 5 to render...really??? Imagine loading it directly into SA and by-passing that whole hot mess. Especially on a render farm. I've paid handsomely to learn that 60% of my fee was racked up loading the data for each frame...what a waste.
I can't remember if the volumes work fast or slow or at all (I tend to shy away from them). Camera DOF blur works nice, along with the different films settings. There seems to be a lot of fireflies if using texture environment or dark lighting. I've had success monkeying around with hot pixel removal settings and passes (bounce depth) for different materials, but if you try to add a little light from the daylight environment it tends to wash them away (there's probably 10 ways to deal with fireflies, it all depends on how you set up your scene).
The biggest upside is that if you figure out your limitations and work with in those boundaries you are typically about 3x faster than cycles. Especially if you use the Octane daylight environment as opposed to texture or creating your own sun/lamp emitter. I do half of my projects with Cycles and the other half in Octane. Once in a blue moon I'll use Blender Internal.
All in all I was very skeptical about purchasing the plugin after the disasterous experience with Daz3D (plug-in). Since each plug-in is independently developed its sort of a coin toss as to the features and support you will get. If you can bite your lip and just focus on what it can do rather than what it could or should do, it will still save you a lot of time and give you some amazing results.
Cheers,
James
I've had some success with motion blur, but mine has been limited to the way it renders in passes. I forgot the terminology, but if you set the shutter to make 10 subframes then it renders the movement extrapolated between the current and previous frames. If the movement is large you'll see 10 semi-transparent objects overlapping to form a pseudo-blur. In the stand-alone, I've had it make smooth motion blur. There is supposed to be a way to do it but I haven't figured it out. Something to do with setting up "moveable" shapes and assigning a proxy or some flag to each object so that they are handled in a way by the renderer to make them smooth. Someone else can explain it to you....I've asked and still left scratching my head.
I've found that there are limitation in various aspects. For instance, procedural texture don't adhere to the object space. And you can't access the particle info or other input to dynamically control things like you can in Cycles. The export to .abc, and .orbx doesn't seem to work so you can't export to the Stand-alone and take advantage of scatter files or other features not implemented in the plug-in. I would love to export my project and just run it directly in the SA to avoid the downtime of the server having to load the data to the engine every frame. I've found that some scenes take 25 seconds to load and then another 5 to render...really??? Imagine loading it directly into SA and by-passing that whole hot mess. Especially on a render farm. I've paid handsomely to learn that 60% of my fee was racked up loading the data for each frame...what a waste.
I can't remember if the volumes work fast or slow or at all (I tend to shy away from them). Camera DOF blur works nice, along with the different films settings. There seems to be a lot of fireflies if using texture environment or dark lighting. I've had success monkeying around with hot pixel removal settings and passes (bounce depth) for different materials, but if you try to add a little light from the daylight environment it tends to wash them away (there's probably 10 ways to deal with fireflies, it all depends on how you set up your scene).
The biggest upside is that if you figure out your limitations and work with in those boundaries you are typically about 3x faster than cycles. Especially if you use the Octane daylight environment as opposed to texture or creating your own sun/lamp emitter. I do half of my projects with Cycles and the other half in Octane. Once in a blue moon I'll use Blender Internal.
All in all I was very skeptical about purchasing the plugin after the disasterous experience with Daz3D (plug-in). Since each plug-in is independently developed its sort of a coin toss as to the features and support you will get. If you can bite your lip and just focus on what it can do rather than what it could or should do, it will still save you a lot of time and give you some amazing results.
Cheers,
James
Win 7 64bit Ultimate SP1
Blender 2.78
4x GTX980 Ti
NVidia Driver 373.06
Octane Server 3.03.4 v.11.2
Octane SA 3.03.4
Dual Xeon E5-2686
64 GB Ram
1TB SSD
AsRock EP2C612 WS
Blender 2.78
4x GTX980 Ti
NVidia Driver 373.06
Octane Server 3.03.4 v.11.2
Octane SA 3.03.4
Dual Xeon E5-2686
64 GB Ram
1TB SSD
AsRock EP2C612 WS
Thanks man for responding, your answer was very helpful.kraken wrote:It does a nice job with the particles.
I've had some success with motion blur, but mine has been limited to the way it renders in passes. I forgot the terminology, but if you set the shutter to make 10 subframes then it renders the movement extrapolated between the current and previous frames. If the movement is large you'll see 10 semi-transparent objects overlapping to form a pseudo-blur. In the stand-alone, I've had it make smooth motion blur. There is supposed to be a way to do it but I haven't figured it out. Something to do with setting up "moveable" shapes and assigning a proxy or some flag to each object so that they are handled in a way by the renderer to make them smooth. Someone else can explain it to you....I've asked and still left scratching my head.
I've found that there are limitation in various aspects. For instance, procedural texture don't adhere to the object space. And you can't access the particle info or other input to dynamically control things like you can in Cycles. The export to .abc, and .orbx doesn't seem to work so you can't export to the Stand-alone and take advantage of scatter files or other features not implemented in the plug-in. I would love to export my project and just run it directly in the SA to avoid the downtime of the server having to load the data to the engine every frame. I've found that some scenes take 25 seconds to load and then another 5 to render...really??? Imagine loading it directly into SA and by-passing that whole hot mess. Especially on a render farm. I've paid handsomely to learn that 60% of my fee was racked up loading the data for each frame...what a waste.
I can't remember if the volumes work fast or slow or at all (I tend to shy away from them). Camera DOF blur works nice, along with the different films settings. There seems to be a lot of fireflies if using texture environment or dark lighting. I've had success monkeying around with hot pixel removal settings and passes (bounce depth) for different materials, but if you try to add a little light from the daylight environment it tends to wash them away (there's probably 10 ways to deal with fireflies, it all depends on how you set up your scene).
The biggest upside is that if you figure out your limitations and work with in those boundaries you are typically about 3x faster than cycles. Especially if you use the Octane daylight environment as opposed to texture or creating your own sun/lamp emitter. I do half of my projects with Cycles and the other half in Octane. Once in a blue moon I'll use Blender Internal.
All in all I was very skeptical about purchasing the plugin after the disasterous experience with Daz3D (plug-in). Since each plug-in is independently developed its sort of a coin toss as to the features and support you will get. If you can bite your lip and just focus on what it can do rather than what it could or should do, it will still save you a lot of time and give you some amazing results.
Cheers,
James
Intel Core i5-2500 CPU @ 3.30Ghz (Quad Core), 12.0GB RAM, NVIDIA GeForce GT 620. Windows 7 (64 bits)