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Re: OctaneRender 3 for Rhino (TEST and STABLE)

Posted: Tue Jul 11, 2017 1:52 am
by face_off
What I do not really understand is that I always thought that the thumbnail renderings are generated by the octane engine which would of course make sense ... if this is so than I wonder why I is not possible to influence the quality/speed of this...
Rhino calls a "Generate Thumbnail" function in the plugin, and the plugin then requests the thumbnail from Octane. This is a "blocking" call - so while the thumbnail is being generated, no other UI functions are available (thus the slow load time).

Paul

Re: OctaneRender 3 for Rhino (TEST and STABLE)

Posted: Fri Aug 18, 2017 10:55 pm
by Igor_K
HI,
any updates on plugin for Rhino 6 beta?

Re: OctaneRender 3 for Rhino (TEST and STABLE)

Posted: Sun Aug 20, 2017 12:46 pm
by face_off
any updates on plugin for Rhino 6 beta?
I have a test version running now. I will release it in the next day or two once I add Octane 3.07 support.

Paul

Re: OctaneRender 3 for Rhino (TEST and STABLE)

Posted: Tue Aug 22, 2017 11:15 am
by face_off
Below is a pre-release of the Octane 3.07 build of the plugin. It contains a number of internal changes, so I would appreciate if users could check this release runs OK pls.

3.7.0.85
- Compiled with Octane 3.07 TEST 3. See viewtopic.php?f=33&t=62636 for details.

https://render.otoy.com/customerdownloa ... 7_0_85.rhi

If no issues are reported in the next few days, I will release the Subscription and Rhino6 versions.

Paul

Re: OctaneRender 3 for Rhino (TEST and STABLE)

Posted: Tue Aug 22, 2017 12:21 pm
by Bendbox
Hi Paul,

I have yet to play around with Rhino V6, however, I was wondering if you were far enough along with the Octane plugin for V6 yet to know what enhancements might have developed for Octane when using Rhino V6 over V5?

For example -- if it would be possible to avoid having to reload the scene for every frame when doing an animation? I've been exporting to the stand alone to avoid this when working with larger scenes and was hoping that with RhinoV6 that same capability would be possible to avoid having to export to the stand alone.

Or, if RhinoV6 will allow Object Motion blur to work within Rhino as well when animating?

Clipping Masks working with Octane in RhinoV6?

Thanks Paul, I hope all is will with you,
Ryan

Re: OctaneRender 3 for Rhino (TEST and STABLE)

Posted: Wed Aug 23, 2017 12:42 am
by face_off
I have yet to play around with Rhino V6, however, I was wondering if you were far enough along with the Octane plugin for V6 yet to know what enhancements might have developed for Octane when using Rhino V6 over V5?
I have been focusing on just getting the plugin to run in Rhino6. The RhinoCommon API has changed sufficiently to require a lot of code changes just to get the plugin to run.
if it would be possible to avoid having to reload the scene for every frame when doing an animation?
I don't know, but my best guess is that Rhino6 will not allow this - since it would be a fundamental shift in how the Rhino API provides geometry information (ie. it is currently in World Space, and would need to change to Local Space).
if RhinoV6 will allow Object Motion blur to work within Rhino as well when animating?
Again - I doubt Rhino6 will support this - since it would need the geometry transform of each geometry item to be provided by the Rhino API.
Clipping Masks working with Octane in RhinoV6?
McNeel said this would be possible in Rhino6, but I'm not sure yet if it has been added.

Paul

Re: OctaneRender 3 for Rhino (TEST and STABLE)

Posted: Wed Aug 23, 2017 12:19 pm
by Bendbox
Thanks for the feedback Paul.

Ryan

Re: OctaneRender 3 for Rhino (TEST and STABLE)

Posted: Sat Aug 26, 2017 8:51 am
by Refracty
Hi Paul,
I have a question about the new V3.07 Standalone feature:
"Added new texture node "Instance color" and "Instance range" to use the instance IDs in textures/materials."

Does that mean that the instances that I use can contain their own, individual diffuse colors?
How would that work in the Rhino plugin?
I often have multiple cars with unique car paints and to save memory I need to use instances with individual diffuse colors.

Thank you

Cheers
Nando

Re: OctaneRender 3 for Rhino (TEST and STABLE)

Posted: Sat Aug 26, 2017 11:57 am
by face_off
Does that mean that the instances that I use can contain their own, individual diffuse colors?
That is correct.
How would that work in the Rhino plugin?
I'm not sure if it would work with the Rhino plugin. I will need to see if there is a way to tag each instance with an instance id, however I suspect this might not be possible.

Paul

Re: OctaneRender 3 for Rhino (TEST and STABLE)

Posted: Sat Aug 26, 2017 7:45 pm
by Refracty
Thank you for the fast reply.
It would be so useful if this would work with Rhino.
With more then 50 cars in one scene, scratching on the poly limit of 80M polys it is the solution to the memory limitation.
Do think other Octane plugin developers will have a workaround that could also be adapted for Rhino and the instance ids?