What value of sharpness was set when you got the sphere from cube?grimm wrote:when I went back into rendered mode the subdiv wasn't using the sharpness setting and the cube was a sphere
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- mib2berlin
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Hi Grimm, I compile by myself too but I always have the "Release" build installed too.
Even when the settings are a bit strange it is working, meant opensubdiv in preview and rounding.
I have no actual own build to test now, problems to build with Cycles.
Cheers, mib
Even when the settings are a bit strange it is working, meant opensubdiv in preview and rounding.
I have no actual own build to test now, problems to build with Cycles.
Cheers, mib
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It was set to 2, the same as the image you posted.JimStar wrote: What value of sharpness was set when you got the sphere from cube?
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Thanks mib,mib2berlin wrote:Hi Grimm, I compile by myself too but I always have the "Release" build installed too.
Even when the settings are a bit strange it is working, meant opensubdiv in preview and rounding.
I have no actual own build to test now, problems to build with Cycles.
Cheers, mib
I have the Release loaded as well, but it requires me to link the libraries, which I'm not too keen to do. I will keep playing with it and see if I can find a pattern. Right now it appears to be highly variable on when it wants to work and when it doesn't.

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One thing I did notice is that make install dumps the Blender binaries straight into /usr/local. It would be much nicer if it would put the binaries in /usr/local/OctaneBlender or some other sub directory.
Jason
Jason
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- mib2berlin
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Hi Grimm, you can change the install location with cmake-gui or ccmake.
It is may a good idea to add a new build directory to not mess up your working one.
cmake ../blender -DCMAKE_INSTALL_PREFIX=/xyz/blender in the build directory should also work but I am not very familar with cmake commands.
Cheers, mib
It is may a good idea to add a new build directory to not mess up your working one.
cmake ../blender -DCMAKE_INSTALL_PREFIX=/xyz/blender in the build directory should also work but I am not very familar with cmake commands.
Cheers, mib
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- justavisitor
- Posts: 242
- Joined: Sat Oct 05, 2013 5:34 pm
There's a couple things I still don't understand after seeing the chair example in your link:JimStar wrote:Guys, please, take a time and read about mesh types in the manual. A LOT of "issues" here are from bad understanding of these ground things...
http://render.otoy.com/manuals/Blender/?page_id=575
1) In an animation, what setting should be used for the skinned (deformable) character - if it has a lot hair?
2) What setting should be used for static hair objects if we see them from different angles because of camera movements?
3) As above, but for non-hair objects? (I.e. what setting should be used for static non-hair objects if we see them from different angles because of camera movements?)
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- mib2berlin
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Hi, i think you find most of it here:
http://render.otoy.com/manuals/Blender/?page_id=575
Cheers, mib
http://render.otoy.com/manuals/Blender/?page_id=575
Cheers, mib
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- justavisitor
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Thank you mib, but I still can't figure out whether an animated (deformable) hairy character should be set to Reshapable proxy or Scatter. I mean, I've heard again and again that hair objects should be Scatter.
And I don't know if static objects - with or without hair - should be treated as Movable, Reshapable or Global when they are seen from different angles because of camera movement. (I don't know how the render works, e.g. whether it renders the image or the entire scene... If it renders the entire scene in real 3D, which the previews suggest, then it should obviously be set to Global.)
And I don't know if static objects - with or without hair - should be treated as Movable, Reshapable or Global when they are seen from different angles because of camera movement. (I don't know how the render works, e.g. whether it renders the image or the entire scene... If it renders the entire scene in real 3D, which the previews suggest, then it should obviously be set to Global.)
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- mib2berlin
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It is all a question of performance versus memory usage.
For static objects use movable proxy if only camera move.
For hair you get extreme memory usage if it is not a scatter object.
I am not familar with these because i do not make animations, may a other user can tell more here.
Cheers, mib
For static objects use movable proxy if only camera move.
For hair you get extreme memory usage if it is not a scatter object.
I am not familar with these because i do not make animations, may a other user can tell more here.
Cheers, mib
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