A free tool to compliment your workflow

Generic forum to discuss Octane Render, post ideas and suggest improvements.
Forum rules
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
User avatar
samartin
Licensed Customer
Posts: 77
Joined: Sat Jan 16, 2010 11:59 pm
Location: Kingsbury Episcopi, UK
Contact:

Good stuff :)

Son, have you tried the reduce detail brush? That may help a little, I think Dr Petter has a good idea on how to improve the speed. I do find the key mapping a little strange, would also be nice to have controls to alter the brush size, i.e. middle mouse scroll to adjust. Maybe one day...

James, I'm looking forward to seeing the physical sky renders :) Blender really has come a long way since I tried it years ago, the new 2.5 has really opened the product to people who already have commercial tools. I'm waiting on an official release before I try again tho'.

Wikki, I've only had a few minutes play time with it but apparently you can alter the mesh material, I would assume there would be waxy type materials, etc... Have you come across this? Are you planning on getting your Prof into Octane?
Win 7 Pro (x64) | Geforce 295GTX | Quad 2.4GHz | 4GB PC-6400
User avatar
James
Posts: 525
Joined: Wed Oct 21, 2009 2:57 pm
Location: Edinburgh
Contact:

there is a slider at the top right of the menu/interface to select materials, the awesome thing is that the materials are stored in png files in the data folder, so you can add your own by simply creating a material sphere as a png and plopping it in the data folder with the name material##.png where ## is the material number.
Kubuntu 9.04 | Nvidia Gainward 9500 GT | Intel Core2 Quad 2.40 Ghz | 4 GB RAM
User avatar
WiKKiDWidgets
Licensed Customer
Posts: 63
Joined: Tue Jan 19, 2010 11:11 pm

samartin wrote:Good stuff :)
Wikki, I've only had a few minutes play time with it but apparently you can alter the mesh material, I would assume there would be waxy type materials, etc... Have you come across this? Are you planning on getting your Prof into Octane?
The Materials is a slider on the top menu bar.
Sculptris_mats.jpg
You need version 2 of the alpha for it.

As for the Professor, I went past that unknown demarkation line where you can no long export to .Obj. But I have had a few export properly.
Like this Torso I whipped together and then UV mapped in Blender. and rendered in Octane.
MuscleMan_5.jpg
Vista 32 (<--EEEW!)| Intel Quad Q6600 2.4Ghz | 4Gb ram | Dual NVidia GTS 250 1Gb (Non-SLi)
User avatar
samartin
Licensed Customer
Posts: 77
Joined: Sat Jan 16, 2010 11:59 pm
Location: Kingsbury Episcopi, UK
Contact:

Cheers, how could I overlook that!

Nice Torso Wikki, did you retopo it then UV, or did you UV the base mesh from Sculptris? Be interested to hear how Blender copes with the amount of vertices!

I'm currently working on a Sculptris model but I retopo'd the base mesh. I'd have hated UV'ing the base mesh in Modo.
Win 7 Pro (x64) | Geforce 295GTX | Quad 2.4GHz | 4GB PC-6400
User avatar (Default)
luchschen

samartin wrote:..... it's a pretty cool tool, .....
http://drpetter.se/project_sculpt.html
Thank you! Wonderful toy:)
scheme of one alien :arrow:
Image
User avatar
WiKKiDWidgets
Licensed Customer
Posts: 63
Joined: Tue Jan 19, 2010 11:11 pm

samartin wrote:Cheers, how could I overlook that!

Nice Torso Wikki, did you retopo it then UV, or did you UV the base mesh from Sculptris? Be interested to hear how Blender copes with the amount of vertices!

I'm currently working on a Sculptris model but I retopo'd the base mesh. I'd have hated UV'ing the base mesh in Modo.
I used Meshlab to simplify the face count. Then just went with the Sculptris topology. It is a bear to unwrap it properly. (As you can tell by the Torso's right should that I borked.) Dr. Petters is toying with the idea of using the PTex api released by Pixar as open source http://www.disneyanimation.com/library/ptex/. Albeit, he stated in his blog that the major issue facing him on this is that PTes utilizes quads only. And he would have to re-write the base code to make it work. As it is, Sculptris is a stunning piece of work. I'm hopinh that he fixes the ability to export to .OBJ the soonest as I would love to get some highly detailed Sculpts into blender to play with. Woocha! :D
Vista 32 (<--EEEW!)| Intel Quad Q6600 2.4Ghz | 4Gb ram | Dual NVidia GTS 250 1Gb (Non-SLi)
User avatar
thwak
Licensed Customer
Posts: 172
Joined: Sat Feb 06, 2010 2:20 am

Great find!

Mods: Should this not be in the Resources section?
Ubuntu 9.10 x64 | GTS 240 | 260.19.44 drivers | 3.0 Toolkit | Dual-Core 2.4 GHz | 4Gb| Blender 2.56a/latest Yoyoz plugin
WinXP32 | GTS 240 | 266.58 drivers | 3.0 Toolkit | Dual-Core 2.4 GHz | 4Gb | Blender 2.56a/latest Yoyoz plugin
User avatar
samartin
Licensed Customer
Posts: 77
Joined: Sat Jan 16, 2010 11:59 pm
Location: Kingsbury Episcopi, UK
Contact:

WiKKiDWidgets wrote:
samartin wrote:Cheers, how could I overlook that!

Nice Torso Wikki, did you retopo it then UV, or did you UV the base mesh from Sculptris? Be interested to hear how Blender copes with the amount of vertices!

I'm currently working on a Sculptris model but I retopo'd the base mesh. I'd have hated UV'ing the base mesh in Modo.
I used Meshlab to simplify the face count. Then just went with the Sculptris topology. It is a bear to unwrap it properly. (As you can tell by the Torso's right should that I borked.) Dr. Petters is toying with the idea of using the PTex api released by Pixar as open source http://www.disneyanimation.com/library/ptex/. Albeit, he stated in his blog that the major issue facing him on this is that PTes utilizes quads only. And he would have to re-write the base code to make it work. As it is, Sculptris is a stunning piece of work. I'm hopinh that he fixes the ability to export to .OBJ the soonest as I would love to get some highly detailed Sculpts into blender to play with. Woocha! :D
Would there be any chance of you doing a video of meshlab!? Or do you know of any in existence? I looked at it a while back and there's a tonne of options! But it might be good for some preliminary renders...
Win 7 Pro (x64) | Geforce 295GTX | Quad 2.4GHz | 4GB PC-6400
User avatar
WiKKiDWidgets
Licensed Customer
Posts: 63
Joined: Tue Jan 19, 2010 11:11 pm

samartin wrote:
WiKKiDWidgets wrote:
samartin wrote: Would there be any chance of you doing a video of meshlab!? Or do you know of any in existence? I looked at it a while back and there's a tonne of options! But it might be good for some preliminary renders...

One step ahead of you my brother. I put up a mini Tute on Sculptris's Forum on using Meshlab already. You can hit it here.
http://drpetter.proboards.com/index.cgi ... &thread=86
:D

@thwak + CC: Mods
I agreee, this should be in resources...
Vista 32 (<--EEEW!)| Intel Quad Q6600 2.4Ghz | 4Gb ram | Dual NVidia GTS 250 1Gb (Non-SLi)
User avatar
Sam
Licensed Customer
Posts: 1012
Joined: Mon Jan 11, 2010 10:06 am
Location: Geneva
Contact:

Meshlab is so awesome but some filters are not documented enough
And high poly models (like 10+ mio) make it crash depending on what filter you use

But its a powerfull tool and its free ;)
http://Kuto.ch - Samuel Zeller - Freelance 3D Generalist and Graphic designer from Switzerland
Post Reply

Return to “General Discussion”