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Re: OctaneRender for Rhino Beta 1.20.1 [TEST] (RhinoSR7 3111

Posted: Thu Nov 21, 2013 2:09 pm
by Bendbox
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.
Awesome, thanks Paul!

Re: OctaneRender for Rhino Beta 1.20.1 [TEST] (RhinoSR7 3111

Posted: Fri Nov 22, 2013 8:43 am
by Tipperz
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.

Re: OctaneRender for Rhino Beta 1.20.1 [TEST] (RhinoSR7 3111

Posted: Fri Nov 22, 2013 9:25 am
by face_off
1- is there a plan to have specular octane materials showing as transparent in the Rhino standard viewport?
Yes, this is already coded into the next version (just waiting on a response from McNeel on one issue before releasing it).
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.
Does this happen in Standalone too? Have you tried playing with fake_shadows, and the 3 checkboxes in the kernel?

Paul

Re: OctaneRender for Rhino Beta 1.20.1 [TEST] (RhinoSR7 3111

Posted: Fri Nov 22, 2013 11:55 am
by Tipperz
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

Re: OctaneRender for Rhino Beta 1.20.1 [TEST] (RhinoSR7 3111

Posted: Fri Nov 22, 2013 2:01 pm
by Bendbox
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.

Re: OctaneRender for Rhino Beta 1.20.1 [TEST] (RhinoSR7 3111

Posted: Fri Nov 22, 2013 8:13 pm
by face_off
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.
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

Re: OctaneRender for Rhino Beta 1.20.1 [TEST] (RhinoSR7 3111

Posted: Fri Nov 22, 2013 10:32 pm
by Bendbox
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
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.

Re: OctaneRender for Rhino Beta 1.20.1 [TEST] (RhinoSR7 3111

Posted: Tue Nov 26, 2013 6:27 am
by face_off
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

Re: OctaneRender for Rhino Beta 1.20.1 [TEST] (RhinoSR7 3111

Posted: Tue Nov 26, 2013 8:41 am
by v-cube
Hello Paul,
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

Re: OctaneRender for Rhino Beta 1.20.1 [TEST] (RhinoSR7 3111

Posted: Tue Nov 26, 2013 3:05 pm
by Bendbox
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?
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?

If both options are not possible, then I would chose the second option.

Thanks.