The sphere(low poly objects) example can be an other problem, but if you look at the glass rendering, this is an exporter problem.
If you export from layout, the smooth is switched off and can't be switched on in octane.
If you export from modeler, the smooth works well.
To export from modeler, you can use the default settings but you must disable the zbrush option.
Any news about an update for the exporter ?..
Moderator: juanjgon
Thats correct, i mean only the scene with the sphere and would only say it...
face
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
Hi Johan,holocube wrote:Actually I got the same render with Francks sphere.
Could anyone export from another working package, even a simplier object would be great. Then share the .obj
Thanks!
my sphere is working fine with "texture environment"....but you're right, it sucks with "daylight".....I didn't try that.
I tried your update plugin, with the same low poly sphere, but unfortunately it change nothing for me...always the "terminator" problem...
Any idea to resolve this ??
Cheers,
Franck.
Ah good to know thanks Face for letting us know.
I will rewrite a big chunk of the exporter. Hopefully making it a tad faster and easier to get rid of the incorrect vertex normals.
I will rewrite a big chunk of the exporter. Hopefully making it a tad faster and easier to get rid of the incorrect vertex normals.
GTX260 Seven 64bit
I'm Superfrog
I'm Superfrog
Very cool !!holocube wrote:Ah good to know thanks Face for letting us know.
I will rewrite a big chunk of the exporter. Hopefully making it a tad faster and easier to get rid of the incorrect vertex normals.
We look forward to your release....

Franck.
Escaping a loop in lscript can only be done by using moninit, you know that progress bar popup thing in layout and modeler?vipvip wrote:Please dont forget the esc key for stoping animation...
And other features as requested before, if you feel it
Thanx
When I wrote this the layout version of moninit had a bug so it crashed layout. I will see if that it still the case.
Just to update you guys, I'm going to rely on the modeler obj export instead. Pulling vertex data on heavy objects are just so darn slow! I've filed bug report to newtek to fix their layout obj side.
So in the next version you will need to pop into modeler and run "prepare octane render" or similar then just hit "Render" in the gui as before.
GTX260 Seven 64bit
I'm Superfrog
I'm Superfrog
Hi Holocube,
Thank you for the big work you put in this plugin.
Thank you for the big work you put in this plugin.
ok, so for now, no object deformation animation?So in the next version you will need to pop into modeler and run "prepare octane render" or similar then just hit "Render" in the gui as before.
yes it will have the same support. if you make any object changes - the .obj will needs to be updated so hop over to modeler and run the script one time. it takes the whole timeline so it's a one time thing. when newtek fixes the bug it will be all layout again - but workingscratch33 wrote:Hi Holocube,
Thank you for the big work you put in this plugin.
ok, so for now, no object deformation animation?So in the next version you will need to pop into modeler and run "prepare octane render" or similar then just hit "Render" in the gui as before.

the tests I did with the LW exported worked good though. the material sometimes can be quite bad so I might use my own for that.
GTX260 Seven 64bit
I'm Superfrog
I'm Superfrog