Awesome, thanks Paul!face_off wrote: I have a new release ready to go - just waiting to hear back from McNeel on one issue. This new release should address both these points. I will hopefully post it in the next 24hrs.
OctaneRender for Rhino 1.20.1 [OBSOLETE] (RhinoSR7 31213)
Moderator: face_off
Win10x64 / AMD Ryzen 9 5900X / 64g RAM / 2 x RTX 3090
2 more questions;
1- is there a plan to have specular octane materials showing as transparent in the Rhino standard viewport?
2- when rendering out specular materials with alpha channel enabled a proper apply a is not generated so the area behind the clear appears black.
1- is there a plan to have specular octane materials showing as transparent in the Rhino standard viewport?
2- when rendering out specular materials with alpha channel enabled a proper apply a is not generated so the area behind the clear appears black.
Win7 pro 64 / i7 4930 3.4 6core / 2x gtx 680 4gb / 32gb DDR3
Yes, this is already coded into the next version (just waiting on a response from McNeel on one issue before releasing it).1- is there a plan to have specular octane materials showing as transparent in the Rhino standard viewport?
Does this happen in Standalone too? Have you tried playing with fake_shadows, and the 3 checkboxes in the kernel?2- when rendering out specular materials with alpha channel enabled a proper apply a is not generated so the area behind the clear appears black.
Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Hi Paul,
I have turned fake shadows on and off on the material level. I will play with the 3 settings if the Kernel and let you know. I have not tried the standalone, will do this too.
Thanks
I have turned fake shadows on and off on the material level. I will play with the 3 settings if the Kernel and let you know. I have not tried the standalone, will do this too.
Thanks
Win7 pro 64 / i7 4930 3.4 6core / 2x gtx 680 4gb / 32gb DDR3
Hi Paul,
I noticed one difference between the standalone default settings and the Rhino plugin default settings that might confuse new users. The default Rayepsilon Value for the Octane Standalone is 0.0001 and the default for the Rhino plugin is 0.001. This isn't a problem, just a difference rather, but it's a value that has needed to change from the default 0.001 to the 0.0001 value for most of my scenes. The only reason I bring this up at all, is that I wasn't sure if that would confuse new users, if they got strange shadow resutls and didn't know that the rayepsilon would fix it.
I noticed one difference between the standalone default settings and the Rhino plugin default settings that might confuse new users. The default Rayepsilon Value for the Octane Standalone is 0.0001 and the default for the Rhino plugin is 0.001. This isn't a problem, just a difference rather, but it's a value that has needed to change from the default 0.001 to the 0.0001 value for most of my scenes. The only reason I bring this up at all, is that I wasn't sure if that would confuse new users, if they got strange shadow resutls and didn't know that the rayepsilon would fix it.
Win10x64 / AMD Ryzen 9 5900X / 64g RAM / 2 x RTX 3090
The "rayepsilon" is one of the most critical pins in the plugin - and for people doing scene that are both large and small, they will need to be adjusting this pin for different scenes. The recommended settings are in the on-line manual. Happy to change the default "rayepsilon" back to 0.0001, but for scenes in meters I thought this was too small? What units are your scenes in?I noticed one difference between the standalone default settings and the Rhino plugin default settings that might confuse new users. The default Rayepsilon Value for the Octane Standalone is 0.0001 and the default for the Rhino plugin is 0.001. This isn't a problem, just a difference rather, but it's a value that has needed to change from the default 0.001 to the 0.0001 value for most of my scenes. The only reason I bring this up at all, is that I wasn't sure if that would confuse new users, if they got strange shadow resutls and didn't know that the rayepsilon would fix it.
Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
My scenes are inches and feet usually. Honestly, I'm importing my own custom render target settings with various scenes I'm rendering, so it doens't really matter to me what the default rayepsilon is to be honest. I'm rendering scenes with products from two three inches max, all the way up to multi-story buildings and everything in between size wise, which is why i have multiple render targets saved. I only brought it up becuase I knew it differed from the stand alone and I wasn't sure if it was intentional or not.face_off wrote: The "rayepsilon" is one of the most critical pins in the plugin - and for people doing scene that are both large and small, they will need to be adjusting this pin for different scenes. The recommended settings are in the on-line manual. Happy to change the default "rayepsilon" back to 0.0001, but for scenes in meters I thought this was too small? What units are your scenes in?
Paul
Win10x64 / AMD Ryzen 9 5900X / 64g RAM / 2 x RTX 3090
Hi
There have been a number of questions related to a similar function. At the moment all exported texturemaps, LiveDB materials and favourites are stored in C:\Users\[username]AppData\Local\OctaneRender for Rhinoceros\. This means if you copy these rhino files/materials/live db favorites, etc to another PC which a different [username] the links from the Octane "image" nodes to the texturemaps break.
There are two options for addressing this.
1) I could move everything to c:\ProgramData. The makes everything easier to copy, but your existing materials cannot be copied from Local to ProgramData without breaking the links - you you'll have to relink after copying. This would be a one-off action. So LiveDb materials would download to c:\ProgramData\OctaneRender for Rhinoceros\LiveDb.
2) Add a "Find Missing Materials" option, where for a given scene the plugin will find any image/floatimage/alphaimage nodes and if the texturemap cannot be found, it will search in a defined path to ind them and relink them.
So looking for feedback on if these will address your issues, and if you have a preference between the two?
Paul
There have been a number of questions related to a similar function. At the moment all exported texturemaps, LiveDB materials and favourites are stored in C:\Users\[username]AppData\Local\OctaneRender for Rhinoceros\. This means if you copy these rhino files/materials/live db favorites, etc to another PC which a different [username] the links from the Octane "image" nodes to the texturemaps break.
There are two options for addressing this.
1) I could move everything to c:\ProgramData. The makes everything easier to copy, but your existing materials cannot be copied from Local to ProgramData without breaking the links - you you'll have to relink after copying. This would be a one-off action. So LiveDb materials would download to c:\ProgramData\OctaneRender for Rhinoceros\LiveDb.
2) Add a "Find Missing Materials" option, where for a given scene the plugin will find any image/floatimage/alphaimage nodes and if the texturemap cannot be found, it will search in a defined path to ind them and relink them.
So looking for feedback on if these will address your issues, and if you have a preference between the two?
Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Hello Paul,
I would vote for this one.
Andreas
2) Add a "Find Missing Materials" option, where for a given scene the plugin will find any image/floatimage/alphaimage nodes and if the texturemap cannot be found, it will search in a defined path to ind them and relink them.
I would vote for this one.
Andreas
Architectural Rendering Services
1 x 4090 GTX, 1 x 3090 GTX
http://www.v-cube.de
1 x 4090 GTX, 1 x 3090 GTX
http://www.v-cube.de
Could both be Options be done? That way, copying is easier as you said, and if something DOES go awry and there are missing material links, it will find and relink them? The reason I bring up doing both, is that there are probably many users (myself included) that use BOTH a desktop and laptop on a single project (desktop in the office and then transfer working files to the laptop to go visit clients and travel). Maybe setting up the plugin where both options are in place will result in the least amount of transfer problems?face_off wrote: There are two options for addressing this.
1) I could move everything to c:\ProgramData. The makes everything easier to copy, but your existing materials cannot be copied from Local to ProgramData without breaking the links - you you'll have to relink after copying. This would be a one-off action. So LiveDb materials would download to c:\ProgramData\OctaneRender for Rhinoceros\LiveDb.
2) Add a "Find Missing Materials" option, where for a given scene the plugin will find any image/floatimage/alphaimage nodes and if the texturemap cannot be found, it will search in a defined path to ind them and relink them.
So looking for feedback on if these will address your issues, and if you have a preference between the two?
If both options are not possible, then I would chose the second option.
Thanks.
Win10x64 / AMD Ryzen 9 5900X / 64g RAM / 2 x RTX 3090