Ah, that's why I couldn't make it work either. The files are most likely coming from Quill's Alembic export, there is no option to change the data type in the export dialog.abstrax wrote: I had a look a the scene and the file "tube_opacity.abc" has a vertex attribute array "opacity" of type float64 (double). As we currently don't support float64 attributes, it doesn't get loaded.
From where is this file exported and do you've got any control with which data type float vertex attributes are exported?
OctaneRender™ 2020.2 RC7 [obsolete]
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
Yes exporting out of Quill.
Thanks for clarification. Makes sense! What float type is supported, float32?
This might not be relevant for RC7 so my apologies but I wanted to know if there is any way I can set the "cycle type" to "loop" for animated alembic imports?
Details for my question in this post. viewtopic.php?f=26&t=76846
Thanks for clarification. Makes sense! What float type is supported, float32?
This might not be relevant for RC7 so my apologies but I wanted to know if there is any way I can set the "cycle type" to "loop" for animated alembic imports?
Details for my question in this post. viewtopic.php?f=26&t=76846
Yes only 32bit floats are supported right now. Will try to extend that to float64 (converting down to float32), but haven't had time yet.Goro wrote:Yes exporting out of Quill.
Thanks for clarification. Makes sense! What float type is supported, float32?
That is not possible unfortunately. You would have to bake that into the file during the export. We are planning to allow time transformations and looping of nested node graphs, but we are also planning a lot of other things so I can't say, when we are going to be able to start working on that.This might not be relevant for RC7 so my apologies but I wanted to know if there is any way I can set the "cycle type" to "loop" for animated alembic imports?
Details for my question in this post. viewtopic.php?f=26&t=76846
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Fortunately it was a fairly simple change and will be in the next 2020.2 release.Goro wrote:Yes exporting out of Quill.
Thanks for clarification. Makes sense! What float type is supported, float32?
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Haze, this problem has been brought up before (see viewtopic.php?f=9&t=74760 )haze wrote:Is it possible we could have the scene please? Thanks in advance.Zay wrote:Was trying out Random Walk on a specular material. Seems like there are some smoothing problems when you got up close.
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I'm not sure if Zay sent you his scene, but I have also attached a simple scene demonstrating the problem.
The higher the medium density gets, the more faceted the surface appears. You can subdivide the mesh more to try and work around the problem, but this is obviously not a great solution (scenes get very geo heavy).
1. Load the orbx and select the render target to start rendering
NOTE: Both spheres use the same geometry. The left one has a glossy material, while the right uses a specular + random walk
2. Select mat2 > medium > and adjust density slowly from 10 to 500.
RESULT: At 10, you dont see any faceting. Once you start getting to around 100, faceting appears.
- Attachments
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- oct_2020_2_sss_faceting_001.orbx
- (242.7 KiB) Downloaded 205 times
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
Yup, I sent him a PM. Not just in random walk I see this. Seems like it also have to do with indirect light and how light is falling on the object.funk wrote:I'm not sure if Zay sent you his scene
Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser
When scattering an object, is there a way to avoid objects being scattered in the same position?
Here are about 4 objects (ferns) scattered in the same place.
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Here are about 4 objects (ferns) scattered in the same place.
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Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser
Which distribution model did you use? Surface area and Relative density should produce better scattered objects. If you use one of these and you still have 4 on the same place, maybe there is a bug somewhere, in which case it would be good to have the scene so we can investigate.Zay wrote:When scattering an object, is there a way to avoid objects being scattered in the same position?
Here are about 4 objects (ferns) scattered in the same place.
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In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Thanks for the report. This problem will be fixed in the next release.Draydin_r wrote:Ran into an Error with loading render states on several scenes now.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra