can the plugin suport images sequece?
It is important to animation!!
OctaneRender® 1.025 instancing preview test build
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
hi, i've posted a couple of xpresso utility in the Cinema 4D section for playing with the scatter node.
it's not a very comfortable solution but helps in waiting for a more professional one
http://render.otoy.com/forum/viewtopic.php?f=30&t=23133
ciao beppe
it's not a very comfortable solution but helps in waiting for a more professional one

http://render.otoy.com/forum/viewtopic.php?f=30&t=23133
ciao beppe
Importing MTL files and image files with spaces or special characters works. If you use non-ASCII characters Octane assumes your files are encoded as UTF-8. Are you getting an error importing such files?face wrote:It would be nice to support special characters in names like test_instance_cube1.mtl for mtl-files.
The obj-file loads fine, but the mtl-file isn´t load/used.
For scenes with multiple files it is usefull to seperate about the filename which file is what...
face
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Roeland
Do you also get these lines with a less complicated object in the scatter node?ROUBAL wrote:using a two input geometry node with a simple ground plane as first obj and an other object used as instance scattered on the second input , I got white strips on the ground plane on the render of the geometry node, whilst the render of the ground is correct with the obj mesh node of the plane selected.
Octane freeze confirmed here too, with Nvidia driver 301.42.
The freeze is a bug in Octane, we will fix it.
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Roeland
Yes, that is the plan. Once we develop an exporter file format, the exporters can export instances directly.Timmaigh wrote:Wow, great work, though despite skimming through whole thread, i still have no idea, how this works![]()
Simple question> Once its ready, i mean completely, will i be able to locate the position of instances manually (or using some scattering plugin like Advanced Painter) within the modelling app (3ds max), then just export it using whatever the new format will be, import it into standalone Octane and these instances will be just there with no further need to deal with all these sliders, scatter nodes, placement nodes and other stuff? Obviously, Octane would recognise those instances as instances, not copies. I imagined it to work somehow like this, i really like me Octane simpleseeing people talking about matrices and excel files makes me dizzy
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Roeland
Using both the -m and the -t option will render the given mesh node with the settings from the given rendertarget. So in your command line it will render the mesh node "test.obj" with the settings in "RenderTarget". Loading a new OBJ file in "test.obj" and then rendering the scatter node is not possible from the command line at the moment. We will add this to our TODO list.face wrote:Why a geometry group can´t render from the command line?
Have build this setup: The scene has the name test.
Exported mesh is test.obj.
After starting Octane, the rendertarget node is used with the -t command, but only the test.obj is rendered, before the placement.
Commandline is:
-m test.obj -r "G:\Octane\ProjectA\test.obj" --cam-up-x -0.153499 --cam-up-y 0.902506 --cam-up-z -0.402395 --cam-target-x -0.0449646 --cam-target-y -0.0413809 --cam-target-z -0.0114845 --cam-pos-x 0.113271 --cam-pos-y 0.170481 --cam-pos-z 0.403327 --cam-fov 53.638 --cam-aperture 0.01 --cam-focaldepth 5 --imager-exposure 1 "G:\Octane\ProjectA\test.ocs" -t "RenderTarget"
I know, camera and imager aren´t used in my Octane setup, but it should render the same scene as when i select the RenderTarget by hand...
face
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Roeland
ROUBAL wrote:
using a two input geometry node with a simple ground plane as first obj and an other object used as instance scattered on the second input , I got white strips on the ground plane on the render of the geometry node, whilst the render of the ground is correct with the obj mesh node of the plane selected.
I would have to test again : I don't remember. I see your response only today and I have not done instance tests recently. I am not on my workstation currently.Do you also get these lines with a less complicated object in the scatter node?
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
For anyone can help me to understand!!!
I can not understand why in rhinoceros get one thing, and in Octane render it I get a completely different.
Any idea?
I used Grasshopper to define my matrices
Thank a lot
I can not understand why in rhinoceros get one thing, and in Octane render it I get a completely different.
Any idea?
I used Grasshopper to define my matrices
Thank a lot
SORRY, MY ENGLISH IS BAD!
2 Xeon quad core E5440_8gb Ram_Nvidia GeForce 2GTX 780ti 3Gb/Nvidia Quadro K2000_Win10 64bit_Octane 3.02_Rhinoceros3D
2 Xeon quad core E5440_8gb Ram_Nvidia GeForce 2GTX 780ti 3Gb/Nvidia Quadro K2000_Win10 64bit_Octane 3.02_Rhinoceros3D
this is the matrix that i used to traslation the box on the same green square of the green box:
[0.00, 0.00, 1.00, 5.00, 0.00, 1, 0.00, 2.00, 1.00, 0.00, 0.00, -5.00]
Is this wrong?
[0.00, 0.00, 1.00, 5.00, 0.00, 1, 0.00, 2.00, 1.00, 0.00, 0.00, -5.00]
Is this wrong?
SORRY, MY ENGLISH IS BAD!
2 Xeon quad core E5440_8gb Ram_Nvidia GeForce 2GTX 780ti 3Gb/Nvidia Quadro K2000_Win10 64bit_Octane 3.02_Rhinoceros3D
2 Xeon quad core E5440_8gb Ram_Nvidia GeForce 2GTX 780ti 3Gb/Nvidia Quadro K2000_Win10 64bit_Octane 3.02_Rhinoceros3D
If I write the matrix as explained roeland (1 0 0 0 1 0 tx ty tz 0 0 1), ie:
1 0 0 5 0 1 0 2 0 0 1 5
this is the result, it would be correct if looked from below upwards ...
how do I fix it?
1 0 0 5 0 1 0 2 0 0 1 5
this is the result, it would be correct if looked from below upwards ...
how do I fix it?
SORRY, MY ENGLISH IS BAD!
2 Xeon quad core E5440_8gb Ram_Nvidia GeForce 2GTX 780ti 3Gb/Nvidia Quadro K2000_Win10 64bit_Octane 3.02_Rhinoceros3D
2 Xeon quad core E5440_8gb Ram_Nvidia GeForce 2GTX 780ti 3Gb/Nvidia Quadro K2000_Win10 64bit_Octane 3.02_Rhinoceros3D