Cameras that change, with mesh visibility that changes?

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

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LFedit
Licensed Customer
Posts: 421
Joined: Tue Jan 22, 2013 12:00 am

Can this be done? I have render cameras to switch when animated, then meshes to switch visibility when rendering an animation. I have a test scene setup and I cant get it to work. Sorry just sooooo many problems today. basically I have a scene where the cameras have to shoot from different angles, and the cameras end up outside of the walls. So i have to hide the visibility of that mesh when it comes to rendering that angle.

Thanks
Win 10, Threadripper Pro, Dual 3090s
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face_off
Octane Plugin Developer
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Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

It is hard to help without knowing what version of the plugin you are using. If using the latest TEST release, in order to switch cameras you will need to UNTICK Kernel->Camera Motion Blur. From memory, I don't think you can animate the mesh visibility (but try it anyway...I might be wrong). If it doesn't work, you could scale the mesh to 0.001% to remove it. Or set the opacity to 0 (and tick Reload Materials Each Frame).

Paul
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mojave
OctaneRender Team
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Joined: Sun Feb 08, 2015 10:35 pm

If you have one single camera a solution would be to animate your near clipping plane to skip the surface you want to avoid when the animation gets to that point.

If instead you have different render targets with different cameras each you may change just the one from its specific camera.
LFedit
Licensed Customer
Posts: 421
Joined: Tue Jan 22, 2013 12:00 am

Yes, the clipping plane will work great. Thank you!!
Win 10, Threadripper Pro, Dual 3090s
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