Octane AOV's in Mplay.

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fellowla
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As much as I like the custom ogl render window, I think I would still prefer to render to mplay if possible, simply because of its image inspection and color correction tools. I've notice though that mplay can't seem to read octanes AOV's when rendering to mplay via IPR or just saving a snapshot there from the ogl window. I'm curious if this is because of some strange ordering of panes within an exr or something else. Either way it would be great if I could look at the aov's in mplay the same way I do in mantra. Any chance of that happening?

:)

-N
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juanjgon
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From the MPlay point of view it is possible. I'll check how easy (or hard) can be add this feature to the plugin.

Thanks,
-Juanjo
Evgen
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Agreed! Its very important to have possibility to see AOV in mplay
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fantome
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Yes i would also add one more vote for this feature.
Having access to AOV in Mplay when doing a rendering is a key feature.

Cheers
E

EDIT:
The weird thing is that the doc mention :
https://docs.otoy.com/#houdini-v3-the-octane-rop-output

Display render passes
With this option enabled, MPlay also preview the info passes while rendering them, not only the beauty one.


But the checkbox doesn't look to exist ?
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juanjgon
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This was an old option to preview the render passes while rendering (without any possibility to select them), now deprecated. I have this feature in my TODO list for future versions.

Thanks,
-Juanjo
zbynekkrulich
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Hi,
is it already added? I can't see it/find it ...
I am using Octane_3.06.0.0_TEST2_Houdini_Win64_vr

Also Custom OpenGL IPR crop my renders to fit the display resolution - for example if I am rendering UHD 3840x2160 IPR crops it to 3840x2034

Am I missing something?
Thanks,
Zbynek
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juanjgon
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Hi,

Nope, sorry. The octane passes are not available in MPlay yet. They are saved to files without problems, but they are not sent to MPlay.

About the IPR render solution, the OpenGL IPR is a previsualization tool. The maximum render size is the screen resolution currently. To render the scene at full resolution you should use the ROP render output. Why do you need to render the final full resolution image inside the IPR?

Thanks,
-Juanjo
zbynekkrulich
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Hi, thank you for fast response
yes, it is working well but I don't know how to save passes on the fly. How is that possible?
so you need to know the exact value of max. samples, test it before final render - it is slow when you are doing just concepts
also you would like to do tests 1:1

you know, sometimes you just want to set 16000 max samples, work on something else, go for a lunch, whatever, than look at it ...
1/ oh 3451 samples and it is good enough - save it and stop it
2/ that MB need more samples - wait a bit more

Personally, I prefer IPR working with any resolution

Thanks
zbynek
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juanjgon
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Ok. Thanks for the details. Let me think about it.

One solution could be to add an option to the ROP node to save the current image and passes if you abort the rendering.

Also, the MPlay IPR doesn't have resolution restrictions currently, you could use it in this case, but it is true that it doesn't store the AOVs, it only works with the beauty pass currently.

Thanks,
-Juanjo
zbynekkrulich
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thank you, I will try ROP node - I will see if I can do this ;)
Best
zbynek
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