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Re: OctaneRender for Rhino 2.16 [TEST]

Posted: Wed Jan 14, 2015 2:18 am
by face_off
And thank you for the video, very helpful. I haven't downloaded and tested yet, but do you know if the export to OCS will also export the proxies in a Rhino scene? Most of my Architecture animations contain proxies for trees, plants, etc. which is why I ask.
Ryan - I haven't tested proxies - but they will certainly be present in the Standalone render, and will hopefully animation too (but you'll need to test that for yourself).

Paul

Re: OctaneRender for Rhino 2.16 [TEST]

Posted: Wed Jan 14, 2015 7:34 am
by eric_clough
Hi Paul ...

Note that the bricks in your right hand view are standing on end and are quite large. Here, in Octane Render, those bricks are horizontal but in the far, right hand corner of the rendering they stand on end. And in my render the front corner horizontal bricks do not match ... see my prior .jpg file. It does not show the upper rail as it was not drawn yet ... so the whole wall is brick above the windows.

cheers,
eric

Re: OctaneRender for Rhino 2.16 [TEST]

Posted: Wed Jan 14, 2015 8:01 am
by face_off
Note that the bricks in your right hand view are standing on end and are quite large. Here, in Octane Render, those bricks are horizontal but in the far, right hand corner of the rendering they stand on end. And in my render the front corner horizontal bricks do not match ... see my prior .jpg file. It does not show the upper rail as it was not drawn yet ... so the whole wall is brick above the windows.
Hi Eric - the texture orientation in the Octane Viewport exactly matches the Rhino viewport. So I think you have a modelling issue.

Paul

Re: OctaneRender for Rhino 2.16 [TEST]

Posted: Wed Jan 14, 2015 7:27 pm
by eric_clough
Hi Paul ..

Yes, I may have a modeling issue.

I created a profile of the wall and then extruded it along a path and then used boolean to cut the openings to create a single solid result.

I don't understand how or when or why the brick pattern is not consistent. Obviously the faces in question are oriented incorrectly but it is one solid object.

I'll model this wall again in another part of the overall drawing and see if I get different results.

Thanks for having a look.

cheers,
eric

Re: OctaneRender for Rhino 2.16 [TEST]

Posted: Wed Jan 14, 2015 10:15 pm
by face_off
I have amended the initial post in this thread with:

Known Issues
- Prior to rendering a Sun Study, Flythru Animation or Bongo Animation, you must select the Perspective Viewport in Rhino that the animation uses
- If both the Material and Octane tabs are docked to the same panel, changing from the Material tab to the Octane tab after editing an Octane material pin value may lock up Rhino. This will be rectified in the next release of Rhino.
- Octane Material thunbnails will only render correctly if you have OctaneRender set as the current Rhino renderer. This will be rectified in a future release of Rhino.

Paul

Re: OctaneRender for Rhino 2.16 [TEST]

Posted: Thu Jan 15, 2015 12:13 am
by eric_clough
Hi Paul

Well, I have rebuilt that wall using a number of different alternative methods and I have also tried Otay materials brick as alternative.

In every case some wall surfaces have the bricks running horizontally and some vertically. Can't be changed.

I don't think modeling errors are involved here .. all are closed solids and essentially single pieces. I did not cut openings into these experiments.

cheers,
eric

Re: OctaneRender for Rhino 2.16 [TEST]

Posted: Thu Jan 15, 2015 2:25 am
by face_off
Hi Eric

The issue is that whatever modelling technique you are using....is it not assigning UV coordinates correctly. The Rhino preview window shows the UV's are incorrect too - is it problem is unrelated to the Octane plugin.

To fix it....select the model for the walls (in the 3d Walls 2 layer), go to Properties tab, Texture Mapping, Apply Box Mapping, draw a box around the geometry. That will fix the incorrect UV Coords.

Paul

Re: OctaneRender for Rhino 2.16 [TEST]

Posted: Thu Jan 15, 2015 8:05 am
by eric_clough
Thanks Paul ...

Now it works like a dream.

Hooray and thanks for the wonderful support.

cheers,
eric

Re: OctaneRender for Rhino 2.16 [TEST]

Posted: Sun Jan 18, 2015 1:25 pm
by formatio
Hey :)

I found an issue:

Whenever there is an octane material in the material editor that has bump channel connected (ie. turbulence) - every slider in every material starts to be choppy.
The material with bump channel connected doesn't need to be assigned to any object. Reducing bump power to 0 doesn't change this behavior.

As soon as bump channel is disconnected - sliders are smooth again.

Could this be fixed? Bump is used extensively :)

Regards,
Mac

Re: OctaneRender for Rhino 2.16 [TEST]

Posted: Mon Jan 19, 2015 12:42 am
by face_off
Whenever there is an octane material in the material editor that has bump channel connected (ie. turbulence) - every slider in every material starts to be choppy.
The material with bump channel connected doesn't need to be assigned to any object. Reducing bump power to 0 doesn't change this behavior.

As soon as bump channel is disconnected - sliders are smooth again.

Could this be fixed? Bump is used extensively
Hi Mac - I tested this - and I think it's a function of the Octane material preview generation taking longer when there is a bump map applied. You can verify this by rightclicking the thumbnail and Thumbnails->Auto-update Preview OFF. For me, this reduces the choppiness. I will to to the McNeel devs to see if there is a solution to this.

Paul