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Re: OctaneRender® for Poser (Windows) - build 1.25 [TEST]

Posted: Wed Jan 22, 2014 3:38 pm
by ch0pper
cool well i look forward to it. the picker tool will come in handy

Okay here's my next question for you I know we export to the stand-alone version of octane which works fantastic

OCS file format . Is there any plan at any point that we can import this back to poser?

As surely the majority of the hard work has been done to export the file format?


Or would this be done via Alembic file support at a later date?

Re: OctaneRender® for Poser (Windows) - build 1.25 [TEST]

Posted: Wed Jan 22, 2014 9:41 pm
by face_off
Okay here's my next question for you I know we export to the stand-alone version of octane which works fantastic
OCS file format . Is there any plan at any point that we can import this back to poser?
As surely the majority of the hard work has been done to export the file format?
Or would this be done via Alembic file support at a later date?
I don't think Standalone to Poser will work - because there is not the functions to build the geometry in Poser that is coming from Octane. A material however might be able to be saved in Standalone (as an OCM) and "Imported" into the Poser plugin. At the moment the Octane API also provides the ability to save a material from a plugin as OCM, however there are some complexities to doing this which need to be overcome. But it's on the list for me to look at in the next few weeks. Given you can export an entire scene to Standalone, I'm not sure being able to save a material from an OCM from the plugin is given you anything extra - but if that OCM could be loaded into the other plugins, that would mean users with multiple plugs could swap materials between those plugins.

Paul

Re: OctaneRender® for Poser (Windows) - build 1.25 [TEST]

Posted: Sat Jan 25, 2014 3:32 pm
by ch0pper
I've a quick question about dynamic hair within poser.

This is actually the first my tried it on Octane render. As a requirement to do is a small bit of animation and it was only way I can think of doing it .

It seems to render fine in poser but when it comes to octane it doesn't displays hair?

The only thing I can see at the moment is a clump that looks like. I hat rather than anything else.

I think a while ago you did discuss this and it's not working?

I take it this will be fixed at some point in the future? Because obviously is quite a limitation if we can do dynamic hair?

Re: OctaneRender® for Poser (Windows) - build 1.25 [TEST]

Posted: Sat Jan 25, 2014 8:26 pm
by face_off
I've a quick question about dynamic hair within poser.

This is actually the first my tried it on Octane render. As a requirement to do is a small bit of animation and it was only way I can think of doing it .

It seems to render fine in poser but when it comes to octane it doesn't displays hair?

The only thing I can see at the moment is a clump that looks like. I hat rather than anything else.

I think a while ago you did discuss this and it's not working?

I take it this will be fixed at some point in the future? Because obviously is quite a limitation if we can do dynamic hair?
Octane renders polygons - and Poser is providing a vertex line for each strand of hair - so Octane converts each hair strand to a polygon by joining the to ends of each hair strand together. ZB on the other hand is providing each hair strand as a polygon solid, which is why that works in Octane.

Yes, this will be rectified at some point.

Paul

Re: OctaneRender® for Poser (Windows) - build 1.25 [TEST]

Posted: Sun Jan 26, 2014 11:05 am
by helgeras
I found this utility on the net, but haven't tried it yet. Maybe it could help with imported hair?
http://www.sharecg.com/v/27296/gallery/ ... -converter

btw ch0pper, can I ask what model are you using for your renders?

Re: OctaneRender® for Poser (Windows) - build 1.25 [TEST]

Posted: Sun Jan 26, 2014 11:25 am
by face_off
That app looks like an ideal solution! Pity you have to go outside Poser to do it - but that is probably needed for performance reasons.

Paul

Re: OctaneRender® for Poser (Windows) - build 1.25 [TEST]

Posted: Sun Jan 26, 2014 9:48 pm
by ch0pper
helgueras its custom figure. and textures

yes that exe works for 6 year old program i am quite surprised.

but they reason i was using dynamic hair was i was trying doing sum animations with it.

wind etc. but now converted it static hair it shame.

ah well the quest goes on

Re: OctaneRender® for Poser (Windows) - build 1.25 [TEST]

Posted: Sun Jan 26, 2014 10:18 pm
by face_off
helgueras its custom figure. and textures

yes that exe works for 6 year old program i am quite surprised.

but they reason i was using dynamic hair was i was trying doing sum animations with it.

wind etc. but now converted it static hair it shame.

ah well the quest goes on
Yes - that solution will only work for single frame images - not animations. If you find a python algorithm to convert vertex stands to polygons, I can add it to the plugin - so it will most likely be too slow to be practical. A better solution would be native support for strand hair in Octane. So make sure you've put your vote in on the "New Features" survey. http://render.otoy.com/forum/viewtopic.php?f=9&t=37045.

Paul

Re: OctaneRender® for Poser (Windows) - build 1.25 [TEST]

Posted: Sun Jan 26, 2014 10:48 pm
by ch0pper
thanks paul. yes i votes for this while back. ps what Render Passes? keep seeing this ppl asking for it 3ds max part fourm?

but just not sure what it is?

Re: OctaneRender® for Poser (Windows) - build 1.25 [TEST]

Posted: Sun Jan 26, 2014 10:51 pm
by face_off
thanks paul. yes i votes for this while back. ps what Render Passes? keep seeing this ppl asking for it 3ds max part fourm?
but just not sure what it is?
3ds max users do a few different renders of the same scene and combine in Photoshop. So they might do an SSS render, specular render, shadow render, etc, then they can adjust the various amount of each in Photoshop.

Paul