haze wrote:gardeler wrote:
-The volume loader drops all of it's settings if you save and open your octane file. (reverts to default)
This has been fixed in alpha 2, soon to be released.
gardeler wrote:
-As someone else mentioned before, adaptive grid is not supported. (position of the grid changes every frame.) This is a must work, since working without it is pretty much impossible.
There were some issues with grid positioning early on. If you are still experiencing some grids moving inexplicably while scrubbing the timeline after alpha 2 comes out, please send me the scene. OpenVDB is adaptive in the sense that it can be dynamically updated, but this is only useful for programs that actually run simulations of liquids and gasses. To export an explosion for example, we are forced to save 1 VDB for every frame you wish to render.
gardeler wrote:
-Would be great to be able to see the different channels in the grid. (especially to get the names right.) Perhaps a drop down list?

Look at the vray volumeGrid for inspiration.
We were already planning to change these to dropdown boxes...
gardeler wrote:
-It is great that we now have the support for animated textures. But it would be great to have a simpler version of it as default, just using frame numbers. (I only used the one located in the volume loader.)
I believe if you normally work using frame numbers, that preference should be saved and become default. Is this not the case when you were using it?
gardeler wrote:
-Some of my openVDB's does not read on windows, but they work fine on linux?
Did octane crash or give you an error? Please let me send me copies of these VDBs so that I can fix this. There have been some issues with volume importing, particularly memory footprint, so it is possible that this was the cause.
gardeler wrote:
-If you have loaded some animated alembic files in your scene, and add volume sequence using the animation option in the loader, it changes the whole timeline to that. That does not seem right.
I can't seem to reproduce this. Are you able to send me the orbx please?
gardeler wrote:
... and I really look forward to use a version that supports adaptive grids!! (so we can render some animations!!)
As I mentioned above, you need to export a number of VDBs and setup an animator on your volume node in order to animate an explosion/fire etc. There will be some motion blur implemented eventually on this. Let me know if I misunderstood.
Thanks for the answers Haze! Sounds good. How soon can we get Alpha 2? I'm very eager!!
I might need to clarify some things in my previous post.
In regards to the issue of the grid jumping around inside octane:
- In my test scene, it looks like that when the grid expands, it is growing from one of the corners of the grid, even though the emitter is in the center of the grid, and it should expand from there. (similar to a 3D object that has the pivot the wrong place.
The animated texture frame number thing:
-Yes, we do work with frame numbers a lot. And i think it is strange that Octane SA does not seem to use the "standard timeline" for this. Lets say I have a scene that goes from 1017 to 1249 in Maya. I then export my geometry as alembic files for that sequence, and read them into octane. But octane would say that my animation numbers is 1-232. This gets annoying when you are asked to go to frame xxxx in octane, and you have to dig out the calc to figure that out. Cause the strange thing is that octane uses the correct frame numbers under the hood, but NOT in the GUI. (why is that?) I often shuffle alembics between max, maya and houdini. All those timelines work as expected.
In production all timelines are synced, so if you animating a texture in nuke or AE, this would be done using the same frame numbers and fps. So that when I'm on frame 1154 in maya, it will read the texture.1154.exr in. To do this in Octane we use the excellent script provided by GRIMM in the thread:
viewtopic.php?f=73&t=43806&start=20#p214719
it does exactly what we need. And this is what the new texture animation dialog needs. (definitely keep what you have, just add this checkbox!) And THAT is what we need in the volume loader too. If you do sims in houdini or max or any other 3D app, you will most likely have the same timeline.
To sum up the animated texture stuff:
-Octane should have "real" frame numbers on the timeline to match the other apps (and the ability to change the timeline manually! If you have loaded one object in your scene that has 5000 frames of animation, but your shot only is 50 frames long, it is impossible to hit individual frames.)
-Volume reader should support "use framenumbers"
-Texture reader should support "use framenumbers"
-Alembic reader should support "use framenumbers" (for supporting per frame alembics. Helps a lot when creating very long and heavy files)
Again check GRIMM's script.
I will try to get you some more info on the other problems.. (screengrabs or files.)
Thx