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Re: Help with Alembic

Posted: Tue Feb 16, 2016 7:09 am
by face_off
The LUA script to animate camera values works by animating the actual pin values of the Thinlens camera node. An ABC camera on the other hand is a different node type - so you cannot mix and match the two. If you want to us the LUA script to animate the camera, you will need to unplug the ABC node from the Rendertarget camera pin and plug in a Thinlens camera node.

Paul

Re: Help with Alembic

Posted: Tue Feb 16, 2016 4:05 pm
by Notiusweb
face_off wrote:The LUA script to animate camera values works by animating the actual pin values of the Thinlens camera node. An ABC camera on the other hand is a different node type - so you cannot mix and match the two. If you want to us the LUA script to animate the camera, you will need to unplug the ABC node from the Rendertarget camera pin and plug in a Thinlens camera node.

Paul
Thanks, I gotcha. Beppe had responded to another post of mine regarding Alembic cameras where he shared that it might be easier to just set a camera as part of the alembic animation. In this recent example, I did that from Daz.
And like you are saying I could detach the camera connection to turn off that imported cam zoom and then manipulate it like a traditional scene with the option of having a LUA script.

On the side, when I tried to merge the mats with that script, it was independent of all of this at the beginning. That specific script just set up more empty nodes for each mat.
The thing that is a PIA is the eyes, there are like 5+ materials for it, and some seem to be behind other parts so it's tougher to navigate and copy, etc.


And just for the heck of it...
Look out, VDB-NATO!
Look out, VDB-NATO!

Re: Help with Alembic

Posted: Wed Feb 17, 2016 6:34 am
by face_off
Thanks, I gotcha. Beppe had responded to another post of mine regarding Alembic cameras where he shared that it might be easier to just set a camera as part of the alembic animation. In this recent example, I did that from Daz.
And like you are saying I could detach the camera connection to turn off that imported cam zoom and then manipulate it like a traditional scene with the option of having a LUA script.

On the side, when I tried to merge the mats with that script, it was independent of all of this at the beginning. That specific script just set up more empty nodes for each mat.
The thing that is a PIA is the eyes, there are like 5+ materials for it, and some seem to be behind other parts so it's tougher to navigate and copy, etc.
I spent all day trying to get the ABC file to save in an OCS with the materials auto-connected (as all the other Octane plugins do), however I think the DAZStudio plugin is not designed to allow this to occur. Because it splits environment, kernels, geometry, etc into separate node graphs, the Octane API ABC exporter is not able to re-connect the materials automatically. I don't think there is a solution for this, other than re-writing a lot of code. You can't even write an LUA script to reconnect the nodes, because the ABC node does not include the material names. So regretfully, I think you have hit a limitation in the DAZStudio plugin that will be difficult to resolve.

Paul