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Re: OctaneRender™ 2.1 for LightWave™ - Daily builds

Posted: Fri Nov 28, 2014 10:46 am
by ristoraven
ristoraven wrote:
juanjgon wrote:
ristoraven wrote:"New feature to export the scene to an alembic .abc file while rendering the sequence with F10. This alembic file can store all the geometry information, the geometry animation and the camera parameters and animation. There is a new tab in the render target root node panel to support this new export feature. The export to .abc file is only avaliable in update scene mode."

So.. I can export the animation with f10 to .abc, import it to the Standalone and all works? I can knock my self out with LiveDB?

:shock:
You can export the animated geometry and the camera to an alembic file, but an alembic file can't have the render target or shading information, so you need to resurface the scene in Standalone.

-Juanjo
Yup, that´s what I thought. That I make the animation in LW with very basic surfaces, nothing fancy, then send the package to Standalone and texture it there thoroughly.

This. Sounds. Awesome. :)

Thanks Juan.
Hi, couple questions.

When I export 450 frames .abc from LW, Octane standalone gives me 161640 frames to export? How can I have 450 frames out, like it was in LW?

Then, there is this odd distortion, the balls should be balls, now they are distorted..?

Re: OctaneRender™ 2.1 for LightWave™ - Daily builds

Posted: Fri Nov 28, 2014 10:54 am
by juanjgon
ristoraven wrote: Hi, couple questions.

When I export 450 frames .abc from LW, Octane standalone gives me 161640 frames to export? How can I have 450 frames out, like it was in LW?

Then, there is this odd distortion, the balls should be balls, now they are distorted..?
Are you using the last daily build 2.13.2? ... there are a lot of changes in the alembic export functions from the 2.13.0. In fact now you can export also a full .orbx file with all the shading information, not only the alembic file.

-Juanjo

Re: OctaneRender™ 2.1 for LightWave™ - Daily builds

Posted: Fri Nov 28, 2014 1:45 pm
by ristoraven
Oh, I´ll check that one. I had 2.13.

Thanks

with .orbx support, oh my :)

Re: OctaneRender™ 2.1 for LightWave™ - Daily builds

Posted: Sat Nov 29, 2014 8:50 am
by ristoraven
Hi,

Works better. Probably even better with LW2015?

Now it gave me 374 frames out of 450. Still distortion in these fast moving pieces.. This is a test scene where small balls drops to a bowl, distortion seems to be related to the objects speed and roll?

Re: OctaneRender™ 2.1 for LightWave™ - Daily builds

Posted: Sat Nov 29, 2014 9:07 am
by juanjgon
ristoraven wrote:Hi,

Works better. Probably even better with LW2015?

Now it gave me 374 frames out of 450. Still distortion in these fast moving pieces.. This is a test scene where small balls drops to a bowl, distortion seems to be related to the objects speed and roll?
Have you exported 450 frames and you only get 374 in Standalone? ... Perhaps there is problem with the fps in the Standalone, because I think that the export is made by time, not by frames. If you have exported the scene at 30fps, but standalone is set to 25fps you are going to get less frames for the same time.

If the balls have high speed rotations, try to set the "objects motion blur steps" parameter (in the render target motion blur options panel) to 3 or 4 before export the scene.

-Juanjo

Re: OctaneRender™ 2.1 for LightWave™ - Daily builds

Posted: Sat Nov 29, 2014 9:13 am
by ristoraven
Yes, 374 frames out of 450..

I noticed that the pivot is off in the modeller from the balls, as a quick thought, might be that too?

I´ll play with this scene with different setups and frame rates. I´ll let you know.

Thanks.

Ps. Shutter speed seems to be a very interesting feature, I´ll try that with emission node later. :)

Re: OctaneRender™ 2.1 for LightWave™ - Daily builds

Posted: Sat Nov 29, 2014 9:50 am
by ristoraven
Ok,

Correct fps fixed the frame issue, and the pivot fix did the job with distortion, at least in preview. Seems to work ok now.

Thanks.

Re: OctaneRender™ 2.1 for LightWave™ - Daily builds

Posted: Sun Nov 30, 2014 8:32 pm
by BorisGoreta
When having octane box light in the scene I can't make it hidden in the OpenGl viewport to make animation previews.

Re: OctaneRender™ 2.1 for LightWave™ - Daily builds

Posted: Wed Dec 03, 2014 6:33 pm
by juanjgon
The daily build has been updated. The current version is 2.14.0.
-Juanjo

Re: OctaneRender™ 2.1 for LightWave™ - Daily builds

Posted: Wed Dec 03, 2014 7:31 pm
by BorisGoreta
Great, that broken surface picking was bothering me in tha last build.