Re: Turbo charger cut away ex SW
Posted: Thu Feb 04, 2010 11:45 pm
Hey @sam,
You are in luck I caught this 'rod' in the early hours of the morning. Those are strange creatures that inhabit the unseen world.
Usually they are far too fast for film but I caught this one napping waiting for scanline communication...
Actually I've been playing around with exporting using the Collada plugin for SW. I was just flying it around in Octane as you do and I had the idea to render it like that - I need to get out in the fresh air today..
This is about 500,000 polys ex 97 parts.
The light blue bearings actually have a fleck normal map ex SW materials that makes them look like that. There are some parts with a galvanised texture you cant notice from this distance.
It seems as though this will be much better than vrml or stl.
No uv or maps out for those.
There is a wee issue atm in that when you bring a mesh like this into Octane the mesh node is 97 nodules? wide...hmmm.
What happens when I have 1000 parts in a 'mesh' with different mats? possibly it wont happen but @radiance needs to think up something for the wideness.
EDIT: btw @rad 97 mats makes the node inspector pretty well unresponsive to scrolling esp expanded.
I also need to make a Blender python script to add edgesplit modifiers, apply smooth and change some material settings to speed things up. Tuning 97 parts manually is tedious. Still Sw-> .dae-> Blender-> .obj -> Octane works!
You are in luck I caught this 'rod' in the early hours of the morning. Those are strange creatures that inhabit the unseen world.
Usually they are far too fast for film but I caught this one napping waiting for scanline communication...
Actually I've been playing around with exporting using the Collada plugin for SW. I was just flying it around in Octane as you do and I had the idea to render it like that - I need to get out in the fresh air today..
This is about 500,000 polys ex 97 parts.
The light blue bearings actually have a fleck normal map ex SW materials that makes them look like that. There are some parts with a galvanised texture you cant notice from this distance.
It seems as though this will be much better than vrml or stl.
No uv or maps out for those.
There is a wee issue atm in that when you bring a mesh like this into Octane the mesh node is 97 nodules? wide...hmmm.
What happens when I have 1000 parts in a 'mesh' with different mats? possibly it wont happen but @radiance needs to think up something for the wideness.
EDIT: btw @rad 97 mats makes the node inspector pretty well unresponsive to scrolling esp expanded.
I also need to make a Blender python script to add edgesplit modifiers, apply smooth and change some material settings to speed things up. Tuning 97 parts manually is tedious. Still Sw-> .dae-> Blender-> .obj -> Octane works!