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Re: OctaneRender for Rhino Beta 1.20.1 [TEST]
Posted: Wed Aug 28, 2013 11:12 am
by face_off
I just uploaded a minor update to rectify a couple of minor issues with this release. You can download from the links at the top of this thread.
1.20.1.17
- Fixed focus pick button so it is back to being a toggle button
- Minor changes to viewport buttons
- Fixed Create Emitter button so it is only enabled for Rectangular lights
- Unused devices in the "Devices" tab are now not shown
- For "parallel" Rhino cameras, the Octane camera "fov" and "scale" is not longer calculated. For parallel cameras, manually adjust the "scale" pin to get the right fov. If any knows how to determine the "fov" for a parallel camera, let me know!
- The RGBSpectrum node now uses the standard Rhino color selection dialog
EDIT: It needs 10 more mins to finish uploading....
Paul
Re: OctaneRender for Rhino Beta 1.20.1 [TEST]
Posted: Wed Aug 28, 2013 11:44 am
by newske
face_off wrote:
- Added new configuration option to use the existing rendertarget geometry (if the Viewport is open) when rendering in the Rhino render window. Prevents the plugin from reloading the scene into Octane each frame of a sun study or flythru.
This is fantastic. Just had a quick test with it and it's great. It will make animations much more accessible to Rhino users. Thankyou!
Out of curiousity, I noticed a few things with this:
- - With a large scene (NURBS), it took 3-5 seconds to get the Rhino render window open (even through scrolling around the scene the window would remain up-to-date within about 200-500ms.
- Tests with large NURBS geometry meant the Rhino frame buffer opened slower than the equivalent mesh geometry - though in a large scene it was less noticable, and they both took some time (3-5s)
Most likely, I'm assuming, these (minor) issues are not your problem, and while this is certainly less crucial (as it compares very little to some voxelising times), I was wondering if there was a way to avoid even using the Rhino frame buffer? The very simple Octane viewport is very preferable to me. Though perhaps this is asking too much..
Thanks again! Thank you in particular for the speed in addressing the listed issues.
Newske.
Re: OctaneRender for Rhino Beta 1.20.1 [TEST]
Posted: Wed Aug 28, 2013 1:01 pm
by ALTO
Thanks Paul, the new toolbar looks superb!
- For "parallel" Rhino cameras, the Octane camera "fov" and "scale" is not longer calculated. For parallel cameras, manually adjust the "scale" pin to get the right fov. If any knows how to determine the "fov" for a parallel camera, let me know!
I'll try to find some info about that, so in the new version using mousewheel scroll on parallel view does not zoom because of this?
Re: OctaneRender for Rhino Beta 1.20.1 [TEST]
Posted: Wed Aug 28, 2013 1:20 pm
by Bendbox
Is there any way to create a "render region" function in the plugin? Or is that on Octane's end? This would be a VERY useful feature. Do other's want this to?
If possible, could it be created so that the entire size of the rendering is rendered black and just your rendered region is rendered? This makes compositing much easier becuase you get your rendered region is the exact spot you want it when placing it over your full image in an image editing program. Vray does it this way and it works very well.
Thanks,
Ryan
Re: OctaneRender for Rhino Beta 1.20.1 [TEST]
Posted: Wed Aug 28, 2013 1:35 pm
by jitendra
face_off wrote:Is it possible to have octane standalone like color picker?
I don't think that is possible. I might be possible to use the Rhino color selection dialog though - is that something people want?
Paul
That would also be great.
Re: OctaneRender for Rhino Beta 1.20.1 [TEST]
Posted: Wed Aug 28, 2013 1:53 pm
by vanhage
I agree, having rhino's color picker would be more user friendly.
Re: OctaneRender for Rhino Beta 1.20.1 [TEST]
Posted: Wed Aug 28, 2013 2:07 pm
by face_off
I'll try to find some info about that, so in the new version using mousewheel scroll on parallel view does not zoom because of this?
Correct.
I agree, having rhino's color picker would be more user friendly.
It's in the version I just posted. Much beter than the windows color selection dialog.
Paul
Re: OctaneRender for Rhino Beta 1.20.1 [TEST]
Posted: Wed Aug 28, 2013 2:10 pm
by face_off
Is there any way to create a "render region" function in the plugin? Or is that on Octane's end? This would be a VERY useful feature. Do other's want this to?
If possible, could it be created so that the entire size of the rendering is rendered black and just your rendered region is rendered? This makes compositing much easier becuase you get your rendered region is the exact spot you want it when placing it over your full image in an image editing program. Vray does it this way and it works very well.
I think it's quite difficult, since lens effects and vignetting is going to be an issue(ie. render a section, then use lens shift will make the 2 renders hard to match due to vignetting and lens effects). It's really an Octane render engine issue. Sorry.
Re: OctaneRender for Rhino Beta 1.20.1 [TEST]
Posted: Wed Aug 28, 2013 2:15 pm
by face_off
Out of curiousity, I noticed a few things with this:
- With a large scene (NURBS), it took 3-5 seconds to get the Rhino render window open (even through scrolling around the scene the window would remain up-to-date within about 200-500ms.
- Tests with large NURBS geometry meant the Rhino frame buffer opened slower than the equivalent mesh geometry - though in a large scene it was less noticable, and they both took some time (3-5s)
I have noticed this too, and don't have an explanation. If the load process is long, the status is displayed on the render window (the bottom status bar). But you are right - it takes some time for that window to appear. My best guess is that when loading the geometry into Octane, eventhough the plugin is using a separate thread, it is keep the CPU busy enough that it does not draw the window. But things are certainly happening during this time. Try reducing the custom mesh properties - maybe the time is Rhino converting nurbs to meshes? Not sure what you mean by the "Rhino frame buffer".
Paul
Re: OctaneRender for Rhino Beta 1.20.1 [TEST]
Posted: Wed Aug 28, 2013 4:46 pm
by Bendbox
face_off wrote:
I think it's quite difficult, since lens effects and vignetting is going to be an issue(ie. render a section, then use lens shift will make the 2 renders hard to match due to vignetting and lens effects). It's really an Octane render engine issue. Sorry.
Hi Paul,
I know what you mean about the vignetting -- all other render engines I use have this function and what the user has to do is turn off vignetting and lens effects have to be adjusted to correctly composite the two images together. It's definitly not perfect in any program I've used, but with a very slight amount of tweaking in an image editing program, you can blend the images nicely.
If the Octane standalone implemented this feature, would it then be possible to place into the Rhino plugin?
Thanks,
Ryan