OctaneRender® 2022.1 (updated 11/28)

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john_otoy
OctaneRender Team
Posts: 245
Joined: Tue Aug 10, 2021 9:38 pm

PolderAnimation wrote:On this related note I have another issue: when setting the fps in a file via lua script:

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octane.project.getProjectSettings():setAttribute(octane.A_FRAMES_PER_SECOND, 250)
The attribute is actually changed in the projectSettings node, but the fps box and the timeline are not updated.
The max motionblur streak "length" is adjusted though as this probably uses the information from the projectSettings node.
However, if you save the file and reopen it, the timeline and pfs box are set correctly.
Thanks for the report
Hesekiel2517
Licensed Customer
Posts: 457
Joined: Mon Nov 23, 2015 10:57 pm

Hey there,

i often want to export animations from Modo to Orbx for batch rendering. In most of the cases there are only animated cameras and itemtransforms. In addition I use - transform animated - proxies as much as possible.
Exporting these Animations via the save animation command is so slow it's barely usable. As Paul (Face_Off) explained this is because every vertex is written every frame into the alembic file.
I agree that it would be great if this was supported. It's something that OTOY would need to implement in the core render engine,
Would it be possible to make exports with only item transforms and cameranimation possible? In addition would it be possible to leave the proxies separate (for ocs) and only add the transform animation?

Thank you in advance!
frankmci
Licensed Customer
Posts: 917
Joined: Fri May 26, 2017 2:00 pm
Location: Washington DC

As a workaround, is it worth your time to export only child/baked nulls to capture the transform data in ORBX, then add the instanced geometry back pre-render in Stand Alone?
Animation Technical Director - Washington DC
Hesekiel2517
Licensed Customer
Posts: 457
Joined: Mon Nov 23, 2015 10:57 pm

Hi frankmci,

Thank you very much. This is exactly how I did it :) but it is very inconvenient. Especially if there are a lot of shots and a lot of Proxies. Also this is another source of user error (connecting the wrong Proxies for example). So it would be really great if this worked out of the box.
Hesekiel2517
Licensed Customer
Posts: 457
Joined: Mon Nov 23, 2015 10:57 pm

Recently I had some shots with lots of motion blur. These rendered fast and fine. Just one frame suddenly pushed the rendertime from 1 minute to 6h. Turning of the motionblur got me back to under 1 min again.
I unfortunately can’t share the scene, but did this happen to anyone else?
Also is there a way to tell octane to stoop rendering after a certain amount of time? I batch rendered this over night and this Frame completely destroyed my schedule.

Win 10
Latest Octane
RTX 4090 and 3090
frankmci
Licensed Customer
Posts: 917
Joined: Fri May 26, 2017 2:00 pm
Location: Washington DC

Hesekiel2517 wrote:Also is there a way to tell octane to stoop rendering after a certain amount of time? I batch rendered this over night and this Frame completely destroyed my schedule.
I don't know where the setting is in Stand Alone, but in the C4D plugin, under Render Settings>Octane Render>Main there's the "Time Limit" field. If the frame isn't finished in X seconds, it calls it good enough and moves on to the next.
Animation Technical Director - Washington DC
Hesekiel2517
Licensed Customer
Posts: 457
Joined: Mon Nov 23, 2015 10:57 pm

I think this is a pluginspecific feature, would be cool if this was standard
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PolderAnimation
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Joined: Mon Oct 10, 2011 10:23 am
Location: Netherlands
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In the shadow pass, I see objects that aren't supposed to cast shadows doing so.
Despite having turned off the general visibility, camera visibility and shadow visibility in the object layer, the shadows still appear in the shadow pass.
Win 10 64bit | RTX 3090 | i9 7960X | 64GB
john_otoy
OctaneRender Team
Posts: 245
Joined: Tue Aug 10, 2021 9:38 pm

PolderAnimation wrote:In the shadow pass, I see objects that aren't supposed to cast shadows doing so.
Despite having turned off the general visibility, camera visibility and shadow visibility in the object layer, the shadows still appear in the shadow pass.
I cannot reproduce this. Can you provide a simplified scene?

I have attached my test scene
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PolderAnimation
Licensed Customer
Posts: 373
Joined: Mon Oct 10, 2011 10:23 am
Location: Netherlands
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john_otoy wrote:
PolderAnimation wrote:In the shadow pass, I see objects that aren't supposed to cast shadows doing so.
Despite having turned off the general visibility, camera visibility and shadow visibility in the object layer, the shadows still appear in the shadow pass.
I cannot reproduce this. Can you provide a simplified scene?

I have attached my test scene
I am sorry, I see that for some reason the alpha shadow was turned of in this file. Sorry for wasting your time.
Win 10 64bit | RTX 3090 | i9 7960X | 64GB
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