OctaneRender® 1.025 instancing preview test build

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bicket
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Great news :D
Wait for the 3dsmax integration ... Hope that Super-Karba has already spent his hollidays
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Daniel79
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can anybody tell me how to duplicate objects by deciding how often and what position? I honestly do not understand anything right now!
I ask too much for a mini tutorial to understand this new feature?
is possible to insert a matrix of positions created in Rhinoceros?

thanks a lot..
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face
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matej wrote:There are two ways to write matrices; column major and row major. Depending on which version you use, the translation component is written in the last row or last column.

Why do you guys even bother with this? Its not that you'll be placing objects around by inputing matrix data by hand.
Ah, thanks.
No, i placing it not by hand, but i write two plugins.
It is also usefull to know how it works. So i can use the right values.
Maybe not everyone ask with the backgound to bother someone...

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gilfanovruslan
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Does this instancing support instances inside instances like in sketchup?
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steveps3
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matej wrote:There are two ways to write matrices; column major and row major. Depending on which version you use, the translation component is written in the last row or last column.

Why do you guys even bother with this? Its not that you'll be placing objects around by inputing matrix data by hand.

Why won't we? Sounds like great fun to me. Especuially until Lionel has done his magic on the blender exporter.
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ROUBAL
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ROUBAL wrote:
Wow ! Great release ! Thank you very much for this preview !

Here is a first test showing 730 Routemaster buses ! This model (currently a modelling WIP) has more than 3 millions of vertices and weights 480MB in 1280x720 format (1150 in 8000x4500). With a good exporter from Blender, vegetation and repeated architecture props should not be a problem any more, at least for still pictures, because the rendering time obvioulsy increases a lot.

As it is, it already helps to multiply some trees for example. I hate using nodes, but these placement nodes are easy to use. Great improvement !

Unfortunately, all materials have had to be adjusted again when importing an obj made with 1.0258e, but in the future this will not be a problem with files made from the recent version..
RayTracey wrote :
Looks awesome, that's about 2.2 billion vertices
In fact, I wrote by error 3 Millions of Vertices, instead of 3Millions of triangles ! So, it is even more ! :)

I have a question : The ability of loading several obj files in a project is fine, but it requires to rebuild the materials. Would it be possible to load several ocs files and combine them in the same scene ? This would allow the use of object previously made with their materials.

@Daniel79 : For what I have understood so far, it is not yet possible to define the number of replications in the nodes. You have to add a placement node for each instance, and you can also do the same to multiply groups of instances in a Fractal way.
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kavorka
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When the exporters work, will instanced objects decrease the import and voxelization stage?
for instance, if I have 10 copies of a desk chair in my current scene, right now it makes a huge difference whether I have one of them in my scene, or 10. If they are instances, will it only load 1, decreasing my import (and maybe export) times?
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PeterCGS
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face wrote:
matej wrote:There are two ways to write matrices; column major and row major. Depending on which version you use, the translation component is written in the last row or last column.

Why do you guys even bother with this? Its not that you'll be placing objects around by inputing matrix data by hand.
Ah, thanks.
No, i placing it not by hand, but i write two plugins.
It is also usefull to know how it works. So i can use the right values.
Maybe not everyone ask with the backgound to bother someone...

face
Face... If you get something interesting out of your ICE experiments.. Be sure to let us know? ;) I've prepared buildings for a entire city, all fit in 1024 individually custom 256x256 texture maps using one single 8192x8192 texture. Very daunting.. Now, its time to place out all these low poly trees I have, and different clusters of houses.. If I can do this without a huge .obj it would be sooo awesome :)
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radiant
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I did another test.
My goal was to beat 1 billion, but it seems i have already been beaten, so i tried to get 1 trillion, to find that I cant, i can only reach around 500 billion, before it crashes, freezes or gpus fail.
I saw a video here it had over a quadrillion on another renderer program, but for now im good with what i got.

I have 1 object that is 5296 polys.
I need 188823 copys to reach 1000000000 (billion)
I reached 5859375 copys............. with a total of 31'031'250'000 polys

Here are the pics:

Image

Image
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face
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PeterCGS wrote:
face wrote:
matej wrote:There are two ways to write matrices; column major and row major. Depending on which version you use, the translation component is written in the last row or last column.

Why do you guys even bother with this? Its not that you'll be placing objects around by inputing matrix data by hand.
Ah, thanks.
No, i placing it not by hand, but i write two plugins.
It is also usefull to know how it works. So i can use the right values.
Maybe not everyone ask with the backgound to bother someone...

face
Face... If you get something interesting out of your ICE experiments.. Be sure to let us know? ;) I've prepared buildings for a entire city, all fit in 1024 individually custom 256x256 texture maps using one single 8192x8192 texture. Very daunting.. Now, its time to place out all these low poly trees I have, and different clusters of houses.. If I can do this without a huge .obj it would be sooo awesome :)
Have made a testbuild, which exports the ICE-Particles as instances/matrixes in a file. This file can loaded in Octane.
The problem is, that the matrixes are written in the ocs-file.
Means, an updated matrix-file isn´t updated because Octane read the matrixes from the ocs.
One solution is, that Octane save every scatter in a single file which is loaded and updated each time the scene is loaded.

It´s also not possible to import multiple meshes via the command line. So i have only one mesh with the shape and the file with the matrixes which i can load into Octane.
A solution is, the same as above.

Another problem is, that Octane selects the mesh node and not the meshgroup or scatter node as default.
With this it´s impossible to make an animation with scattered meshes.

But here a quick test...
instances.jpg
face
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