Im doing alot fo particle animations lately, and found a annoying problem. The borrders on a low poly object such as a 64 polygon "sphere" produce black borders on alot of the outer edges and in certain angles when I turn on smoothing..
Is this a know problem? Is there a workaround?.. I wish I could turn on subdivision, but exports takes forever if I do :/
/Regards Peter K
Low-poly smoothed objects, produce a black border :/
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No, but you can use an edgesplit or similar smoothgroup system in your host app to divide your geometry and make multiple vertices for shared vertices with a too high angle to adjacent faces.PeterCGS wrote:Is there any way to get a slider, setting the smoothing angle in octane? Seems like it 90 degrees+ now?
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
Mmm unfortunately that boggs down the system.. Im already peaking the memory limit with all my particle spheres
I wish I could subdivide them one more time before sending them to Octane, but well, there is just not enough memory (and the export/import time shots through the roof aswell)..
/Regards Peter K

/Regards Peter K
Win7, i7 980 Hexacore, 24GB RAM, 3xEVGA SC 670 GTX 4GB
Hehe, where is the problem?
Because you are using ICE, build a LOD system.
Make a group with three types of a sphere.
Sphere1 has SubD 24/12, 2 has 12/6 and 3 has 6/3.
Use the group as the instance shape.
With the index you can access the shape you want.
Now you can build the LOD system.
Check every point from the cloud with the camera position.
Rescale the result to 0-2 and put the output over a round node in the index input.
With the source start/end from the rescale you must play around.
Have fun
face
Because you are using ICE, build a LOD system.
Make a group with three types of a sphere.
Sphere1 has SubD 24/12, 2 has 12/6 and 3 has 6/3.
Use the group as the instance shape.
With the index you can access the shape you want.
Now you can build the LOD system.
Check every point from the cloud with the camera position.
Rescale the result to 0-2 and put the output over a round node in the index input.
With the source start/end from the rescale you must play around.
Have fun

face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
Do you know by any chance how to setup the ICE tree so that the particles that are outside the FOV of the camera gets the lowest LOD index (or better, hidden). And particles that are behind another object? (I tried the raycast node, but didn't succeed)...
/Regards Peter K
/Regards Peter K
Win7, i7 980 Hexacore, 24GB RAM, 3xEVGA SC 670 GTX 4GB
Maybe you can use a cube for the FOV. The center should be near the border.
The cube should be a little bit greater as the FOV, because some points that are outside can have shapes, which are visible. Relative to the size of the shapes.
Make a position/orientation constraint from the camera to the cube.
Check if the point is in volume and change the shape to a simple triangle mesh.
You can also change the size to 0.
have fun again
face
The cube should be a little bit greater as the FOV, because some points that are outside can have shapes, which are visible. Relative to the size of the shapes.
Make a position/orientation constraint from the camera to the cube.
Check if the point is in volume and change the shape to a simple triangle mesh.
You can also change the size to 0.
have fun again

face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578