OctaneRender™ for Blender 2.06 - 6.0 Win [OBSOLETE]
I had a kind of strange displacement experience yesterday night when I was testing the Alembic export for the first time. I had a scene with Suzanne (uv-unwrapped), and a plane where I tried out the new hair rendering.
I created a material with displacement, a dirtmap with an AO texture and a specular map. When checking the material (material preview scene) it looked great. When ever I connected the material node to Suzannes material node, Suzanne dissapeared... I had a mix node (for the dirt), and I connected the displacement to that. I also tried connecting the displacement directly to the material node(s), with the same result. I played around with quite a few settings without solving the problem. Anyone experiencing this or having an idea what´s wrong? Maybe those working with animation and exporting Alembic will have a clue.
I made a camera animation, but when I open the scene in Octane stand alone, I do not get the time line. How do I export a camera only animation?
I just thought of a plausible problem. I exported from Blender with Octane 2.06 and opened it in V2.1 stand alone. I also did not get any materials from Blender. Are materials supposed to export correctly or not?
When making hairs thick, for making rugs, grass etc, I notice that you get an open end tube. Will it be possible to close that in the future? The possibility to get planes instead of tubes would be nice to, especially for grass, but also rugs when a bit further away. Not the expert on the subject, but that feels like a god idea =)
Cheers!
::mb
I created a material with displacement, a dirtmap with an AO texture and a specular map. When checking the material (material preview scene) it looked great. When ever I connected the material node to Suzannes material node, Suzanne dissapeared... I had a mix node (for the dirt), and I connected the displacement to that. I also tried connecting the displacement directly to the material node(s), with the same result. I played around with quite a few settings without solving the problem. Anyone experiencing this or having an idea what´s wrong? Maybe those working with animation and exporting Alembic will have a clue.
I made a camera animation, but when I open the scene in Octane stand alone, I do not get the time line. How do I export a camera only animation?
I just thought of a plausible problem. I exported from Blender with Octane 2.06 and opened it in V2.1 stand alone. I also did not get any materials from Blender. Are materials supposed to export correctly or not?
When making hairs thick, for making rugs, grass etc, I notice that you get an open end tube. Will it be possible to close that in the future? The possibility to get planes instead of tubes would be nice to, especially for grass, but also rugs when a bit further away. Not the expert on the subject, but that feels like a god idea =)
Cheers!
::mb
- Phantom107
- Posts: 686
- Joined: Tue Jul 24, 2012 11:31 am
- Location: The Netherlands
I'm working on an archi scene and I got to the point where I need to make the grass. The problem is that whenever I create a particle system to spawn grass instances, Blender will try to draw them in the main 3D view, causing Blender to eat up too much memory and crash. Is there a way to hide these in the Blender 3D view, but still instance them around in Octane? This is becoming kind of a problem...
Developer of tools for Octane:
Phantom Scatter - Phantom Node Link - Phantom Photo Match - Phantom Architecture
Phantom Scatter - Phantom Node Link - Phantom Photo Match - Phantom Architecture
Hello!Phantom107 wrote:I'm working on an archi scene and I got to the point where I need to make the grass. The problem is that whenever I create a particle system to spawn grass instances, Blender will try to draw them in the main 3D view, causing Blender to eat up too much memory and crash. Is there a way to hide these in the Blender 3D view, but still instance them around in Octane? This is becoming kind of a problem...
If you make good use of children you can set the number displayed in the viewport and the number that actually renders. That will save your 3D view. Hope I got your question right and that this will help you.
Cheers!
::mb
- Phantom107
- Posts: 686
- Joined: Tue Jul 24, 2012 11:31 am
- Location: The Netherlands
HeyMarten74 wrote:Phantom107 wrote: Hello!
If you make good use of children you can set the number displayed in the viewport and the number that actually renders. That will save your 3D view. Hope I got your question right and that this will help you.
Cheers!
::mb

How do I pull this off?
I have my grass model. I go to the particles tab and click New. The Type is set to Hair. Then I scroll down to the Render section, click on Object, then select my grass object in the little window next to DupliObject (this object is set to Scatter). I can see them appearing in my 3D window and also the render window. Now to increase the density, I go to the Emission section and set Number to something like big 50000. Now...how exactly do I make them show only in the render window?
https://www.dropbox.com/s/lhpl20owv0bva ... 6.png?dl=0
Follow-up question... if there is no solution to this, is there some way to export the alembic so I can get that into the standolone?
Help is much appretiated!
Developer of tools for Octane:
Phantom Scatter - Phantom Node Link - Phantom Photo Match - Phantom Architecture
Phantom Scatter - Phantom Node Link - Phantom Photo Match - Phantom Architecture
Phantom107 wrote:HeyMarten74 wrote:Phantom107 wrote: Hello!
If you make good use of children you can set the number displayed in the viewport and the number that actually renders. That will save your 3D view. Hope I got your question right and that this will help you.
Cheers!
::mb![]()
How do I pull this off?
I have my grass model. I go to the particles tab and click New. The Type is set to Hair. Then I scroll down to the Render section, click on Object, then select my grass object in the little window next to DupliObject (this object is set to Scatter). I can see them appearing in my 3D window and also the render window. Now to increase the density, I go to the Emission section and set Number to something like big 50000. Now...how exactly do I make them show only in the render window?
https://www.dropbox.com/s/lhpl20owv0bva ... 6.png?dl=0
Follow-up question... if there is no solution to this, is there some way to export the alembic so I can get that into the standolone?
Help is much appretiated!
Set a smaller main number of particles in the top "emission section". Then scroll down to the childrens tab. Choose simple. Then you get a bunch of new parameters. The top ones are "Display" and "Render". You can display 100 and render 100 000. That will make your viewport work smoother. Tweak the settings in the childrens tab to get the grass look good with the smaller amount of "main particles". I have not used particles a lot, but I think that should work out for you.
::mb
- Phantom107
- Posts: 686
- Joined: Tue Jul 24, 2012 11:31 am
- Location: The Netherlands
Thanks! That worked for a little bit, until I found out that apparently, the grass clumps are not truely instanced, since Blender went to 1 GB of RAM and crashed. Meanwhile Octane server is sitting there with 2 GB of RAM. Ah well...
So, anyway to get it into Alembic so I can get my cameras into Octane standalone?
So, anyway to get it into Alembic so I can get my cameras into Octane standalone?
Developer of tools for Octane:
Phantom Scatter - Phantom Node Link - Phantom Photo Match - Phantom Architecture
Phantom Scatter - Phantom Node Link - Phantom Photo Match - Phantom Architecture
- RajivMudgal
- Posts: 42
- Joined: Fri Jan 10, 2014 10:29 am
- Location: India
- Contact:
Hi Blender seems to crash if one uses three particle hair system on the same object or separately.
Two test files are attached, one with Test1.blend with vertex group and the other without vertex group.
Two test files are attached, one with Test1.blend with vertex group and the other without vertex group.
- Attachments
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- test.blend
- (169.98 KiB) Downloaded 225 times
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- test1.blend
- (121.31 KiB) Downloaded 218 times
Rajiv Mudgal
Film Maker and VFX Creative Director at DarkWhite Productions
Win 10 64 |3X Nvidia Titan | i7 5820k | 32GB
Film Maker and VFX Creative Director at DarkWhite Productions
Win 10 64 |3X Nvidia Titan | i7 5820k | 32GB