Animation

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sirenesoong
Licensed Customer
Posts: 38
Joined: Mon Jul 05, 2010 10:06 pm

I have tryed to make an Animation by Octane (with pass in mental ray) in Maya but I have one great problems:

I like time render: about 3 min.
but the time to export (and then import in octane) for each scene is about 15 min: 15 min to export and 3 min to render. :cry:

Someone have a solution?

thank you very much!
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SebastianJW
Licensed Customer
Posts: 46
Joined: Sun May 08, 2011 11:33 am

I guessing you are not using the Maya Exporter?

http://www.refractivesoftware.com/forum ... =28&t=1614
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gah5118
Licensed Customer
Posts: 358
Joined: Thu Jun 02, 2011 4:25 pm

I am using the exporter when doing animations, works fine. However, it would be nice to see a timeline export so that its not having to go back and forth. This would probably shave a few seconds x's # of frames which would add up quickly if your doing a longer animation. it would also be nice to have the ability to see different frames in octane when it comes to making decisions. heres a thought, dont know how this would be programed... but maybe have octane do a 300 sample (or custom setting) rendering across all frames so you can get a quick preview. basically like a batch render. it only takes my machine 7 sec to do about 500 samples on most scenes so if its 100 frames then your looking at a little over 10 min to get a quick overview. it would also remove the 5-10 second wait going between application and export (thats 10 min of time saved when added up)

another suggestion off topic of this topic, light mixing and render passes! I hope to see this down the road. If these are added, Maxwell doesn't have a leg to stand on and will collect dust in my library.

Keep up the great work!
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SebastianJW
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Posts: 46
Joined: Sun May 08, 2011 11:33 am

gah5118 wrote:However, it would be nice to see a timeline export so that its not having to go back and forth.
I think I read somewhere they are working on a timeline for v1.
gah5118 wrote:another suggestion off topic of this topic, light mixing and render passes!
What do you mean by light mixing?

Render passes can be done under the preview kernel node. They are not automatic passes though, you have to manually set them up.
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gah5118
Licensed Customer
Posts: 358
Joined: Thu Jun 02, 2011 4:25 pm

check out the multilight function in Maxwell or the light mixer function in fryrender. as far as what i mean for the rendering passes, i dont mean how many passes it goes through before it stops. I am
talking about material pass, alpha pass, shadow pass... such as you can do in mental ray, Vray, or maxwell. this is especially helpful when composting

And if they are already in process (i kind of figured but figured i'd voice it none the less) of adding the timeline then this is great. I am very impressed with this software, my company has me looking for a couple of renderers we will move to using and this one almost stands on top even though its a beta. the only thing that keeps it back is the ability to have render passes like i mentioned. we use this in post work. really, I am just hoping to see the developers take notes of the best and most useful features of other packages out there and incorporating them with their own twist. It looks like they are doing this though, lol I just want to make sure. I am just excited to see a real solid rendering app out that i can enjoy using. the others are okay, but this one is just fun to use.

I do apologize by the way if this subject is already out on the forums, didn't see it around and thought i would through my two cents in.
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SebastianJW
Licensed Customer
Posts: 46
Joined: Sun May 08, 2011 11:33 am

I agree there needs to be a solid function for passes.

For now play around with the material and the kernal settings. I have only briefly played with 'passes' in Octane. Here are a few tests to illustrate.
orig.jpg
alpha.jpg
ao.jpg
spec.jpg
Hope this helps in some way.
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gah5118
Licensed Customer
Posts: 358
Joined: Thu Jun 02, 2011 4:25 pm

This is what I am talking about, called render passes in maya. maxwell calls it render layers. I mainly want to see shadow layer (my image didn't have shadows so... no shadow layer) material layer (makes it easier to edit just that material via color select) object layer (same as material but by object.)

hope this conveys better what I would like to see.
Attachments
maxwell_roughness.png
maxwell_object.png
maxwell_material.png
maxwell_fresnel.png
maxwell_alpha.png
maxwell.png
Windows 8.1 | i7 950 | GTX 780ti | 24gb ddr3
SebastianJW
Licensed Customer
Posts: 46
Joined: Sun May 08, 2011 11:33 am

Yes, also along with these typical passes it could nice to also have z-alpha or Octane's camera DOP alpha.... oh and export EXR format!
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photonf
Licensed Customer
Posts: 37
Joined: Sun May 30, 2010 1:37 am

please octane developers add a button to import just the camera path for the turn table animation option.

turn table is good but not very convenient for arch vis
SebastianJW
Licensed Customer
Posts: 46
Joined: Sun May 08, 2011 11:33 am

photonf wrote:please octane developers add a button to import just the camera path for the turn table animation option.

turn table is good but not very convenient for arch vis
You can animate the camera however you want in your 3d package and export the animation to Octane.
WIN XP, 3.40 GHz, 2GB & GTX 460 2GB
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