I've sent you my scene in private messagehaze wrote:Ok. Would you be able to upload the scene to dropbox or somewhere I can download it so I can take a look?

Hi Issa,Issa wrote:I am making some sort of point cloud rendering in octane using scatter node.
I can easily load over 10 millions points in octane 3 but no way for v 4, even with out-of-core turned on. Please tell me that will be fixed.
The dream for v4 may be to be able to handel 1 billion instance or closer.
I deal with billion of photogrametric points from time to time at work.
I took the model from this site for my test:
https://dronemapper.com/sample_data/
Hi Jolbertoquini,Jolbertoquini wrote:This is interesting, and looking really good did you use the ply with the vertex color and generate the scatter on Houdini? or other way?
Thanks a lot Issa.Issa wrote:Hi Jolbertoquini,Jolbertoquini wrote:This is interesting, and looking really good did you use the ply with the vertex color and generate the scatter on Houdini? or other way?
Yes this is exactly my workflow for Houdini. You can also wrote a script to directly translate the .ply, What I've done for my company
thank you : )
Pretty ! Follow this to get the color in houdini:Awesome I also did meshlab save as xyz file change to .txt and is working well only trying to find how to put the color but you totally right Houdini save the day there hehehe!
Otoy - Maybe my idea for Object Layer Map having separate check boxes for receives and casts shadows could be useful here?Zay wrote:I use it all the time for indoor scenes. On walls, doors, ceilings, windows - where ever I need a fill light and its reflection. Especially for wall lights to assist in various ways.haze wrote: There are ways to change this, but to determine which way, we would need to know what it would be used for - can you give us an example in your workflow where you need this (for our understanding)?
In the mean time,we will fix the tooltips on these settings to indicate that they operate only for direct light.
But - the problem is also in the Octane Environment/HDRI.
Yes, I realize the plug does it automatic, basically not need Roahn stuff anymore also get as Alembic cache (not csv scatter) I realize is perfect and way stable for XB4 I have full PLY Pointcloud straight there really faster and stable. with the alembic cache.Issa wrote:Pretty ! Follow this to get the color in houdini:Awesome I also did meshlab save as xyz file change to .txt and is working well only trying to find how to put the color but you totally right Houdini save the day there hehehe!
https://vimeo.com/172594655
All doneJolbertoquini wrote:
Yes, I realize the plug does it automatic, basically not need Roahn stuff anymore also get as Alembic cache (not csv scatter) I realize is perfect and way stable for XB4 I have full PLY Pointcloud straight there really faster and stable. with the alembic cache.
If you use a fill light, you would make it transparent wouldn't you? And thus the fill light doesn't cast any shadows anyway. But if you are talking of the objects that will have an indirect shadow due to the reflected fill light from the wall you certainly want to see (indirect) some shadow here, don't you, Or what am I missing?Zay wrote:I use it all the time for indoor scenes. On walls, doors, ceilings, windows - where ever I need a fill light and its reflection. Especially for wall lights to assist in various ways.haze wrote: There are ways to change this, but to determine which way, we would need to know what it would be used for - can you give us an example in your workflow where you need this (for our understanding)?
In the mean time,we will fix the tooltips on these settings to indicate that they operate only for direct light.
We don't include the environment in the direct light calculation if it's constant. Only if you use some non-constant texture (like an HDR image), the environment is included in the direct light calculation and thus only then the option "shadow visibility" has an effect (if you have "importance sampling" enabled). In other words if you use a simple colour texture in the texture environment, the shadows below your objects are indirect shadows.But - the problem is also in the Octane Environment/HDRI.
You're right! I can fix it with transparency as you said.abstrax wrote:Sorry, we still don't get it.