This is probably just for Lionel but maybe someone else can help also.
I am working on an image and in Blender it looks good. When I export to Octane I am getting some weird lines appearing in the render. It is as if the exported (1,17) is generating extra mesh from somewhere.
Lionel, if you want I can sent you the .blend if it will help.
Lionel, I need your help
It looks like some vertices were not affected by the fluid simulation (maybe a vertex group) and are linked to the simulation by edges...
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
The fluid sim has been applied and there are no index groups. It is just a mesh. I will have to investigate some more.
(HW) Intel i7 2600k, 16GB DDR3, MSI 560GTX ti (2GB) x 3
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
Ok, I think I may be on to something. It would appear as if the fluid sim leaves holes in the mesh for some odd reason. My theory is that because the mesh is so complex that the exporter script just gets a bit confused by these holes and decides to make them into a face linked to the origin point. I've started plugging these holes and all seems to be going well.
(HW) Intel i7 2600k, 16GB DDR3, MSI 560GTX ti (2GB) x 3
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
Ok, I have found the REAL reason. The fluid sim seems to create stray edges. These are edges which do no form a face. If I manage to locate and delete these edges then the problem goes away. Unfortunately finding them is a nightmare. Blender has no tool for finding stray edges.
(HW) Intel i7 2600k, 16GB DDR3, MSI 560GTX ti (2GB) x 3
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
Ok I have worked out a solution. Export the mesh as a .obj and then reimport it. This will make the ugly spikes very obvious. They can then be easily removed. Bingo, no more spikes.
(HW) Intel i7 2600k, 16GB DDR3, MSI 560GTX ti (2GB) x 3
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
It does (i think it's a recent adddition): Select menu -> loose verts/edgessteveps3 wrote:Blender has no tool for finding stray edges.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
The verts aren't loose. It is just that the face that that form only has 2 verts and therefore has zero area.
In fact if you look at this years GSOC there is a plan to introduce a tool that does eliminate zero area faces. Hopefully this will make it into Blender pretty quickly.
In fact if you look at this years GSOC there is a plan to introduce a tool that does eliminate zero area faces. Hopefully this will make it into Blender pretty quickly.
(HW) Intel i7 2600k, 16GB DDR3, MSI 560GTX ti (2GB) x 3
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)