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Re: Animation test - PhysX driven boxes...

Posted: Tue Apr 06, 2010 7:56 am
by andrian
Thats look great.. all though boxes penetrating other boxes, but overall look really good..

Re: Animation test - PhysX driven boxes...

Posted: Tue Apr 06, 2010 9:24 am
by radiance
that's really nice :)
i think the addition of a relink node name / new OBJ file, max samples with exit and stuff as startup flags could automate this completely with hardly any work for us.
maybe i'll do this in my next bugfix.

Radiance

Re: Animation test - PhysX driven boxes...

Posted: Tue Apr 06, 2010 2:35 pm
by Kitsune
meleseDESIGN wrote:You were rendering every frame one by one.
So Octane isn't really rendering animations yet, right?
Back in the year 1995 I was doing animations with LightWave 3D. There were two options: either render the whole sequence as a movie or render single frames and make a movie out of them later with a different application. Rendering single frames was always the way to go.

If the computer crashed when making a movie the whole effort was lost. Rendering even a tiny movie took days or weeks and as software wasn't that stable it happened a lot. If the computer was rendering single photos and crashed, it was a minor inconvenience, as the already rendered frames were still on the hard disk drive.

Additionally rendering single frames has the benefit that any part of the sequence can easily be altered later. No need to re-render the unaltered frames, only the ones with changes. Even with speedy GPU-rendering anything that can save render time is nice.

Automating the process of rendering single frames would be welcome, but even when Octane supports .rib at some point my advice is to render photos and later recode them to a movie. ;)

Re: Animation test - PhysX driven boxes...

Posted: Tue Apr 06, 2010 2:49 pm
by Sam
Kitsune is right
Never render directly to video

Always use .exr sequences ;)

Re: Animation test - PhysX driven boxes...

Posted: Tue Apr 06, 2010 5:30 pm
by pedrojafet
What a "slave" job... :o
The result is amazing. Congrats!

Re: Animation test - PhysX driven boxes...

Posted: Tue Apr 06, 2010 6:16 pm
by Br1
I' ve been praying for some kind of animation support since day 1.
Was hoping rib import would be there for beta2, but looks like we still have to wait.

To me it' s number 1 in the wishlist.

Re: Animation test - PhysX driven boxes...

Posted: Tue Apr 06, 2010 11:57 pm
by meleseDESIGN
Kitsune wrote:Rendering single frames was always the way to go.

Automating the process of rendering single frames would be welcome, but even when Octane supports .rib at some point my advice is to render photos and later recode them to a movie. ;)

Absulutelly and it still is the way to go to render sequences.
Maybe this automation will be available in Octane when Octane is able to notice rendering a single frame has reached the best quallity.

Somehow Octane must be able to notice automaticly when an image is finish with rendering, then it would be possible to automate the entire process to render a sequence at once.

Otherwise we need to render every frame manually, unfortunately.

;)

Re: Animation test - PhysX driven boxes...

Posted: Wed Apr 07, 2010 1:30 am
by [gk]
That is easy to dó. You lookup sample cap

Re: Animation test - PhysX driven boxes...

Posted: Wed Apr 07, 2010 2:23 am
by meleseDESIGN
I'm sure it is.
If it works with CPU renderengines, why shouldn't it with Octane?!

What you mean with "You lookup sample cap"?

;)

Re: Animation test - PhysX driven boxes...

Posted: Wed Apr 07, 2010 2:54 am
by [gk]
Well, it means what it says.
Predefine a sample cap for example 500 and whenever a render reaches 500 it moves to link a new obj and render. Depending ón the schipt possibilities in octane in the future you could easily cook some batcher up Line that A's Well A's animated textures and so forth