OctaneRender™ Standalone 1.23
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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.
also inconvenient. when exporting from 3ds max and import in octane occurs the same problem.xxdanbrowne wrote:Is it possible in Preferences > Geometry Import
that we could have a separate setting for scaling alembic?
I'm really struggling to get the alembic to import to a reasonable scale. It comes in enormous (by a factor of 1,000) compared to the exact same geometry exported from the same scene as OBJ.
r9 3900x/64Gb/2070s/2070/win10x64/3dsmax2021
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Re: alembic
It would be great to see some more resources put to additional lua animation scripts (pan, tilt, zoom, follow path...) like the turntable script in another post. Having the turntable script write an alembic node or .abc file to disk would be even better.
Around 5 basic camera movements make up about 80% of all the motion in a typical film.
Loving the standalone, thanks for the update
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I don't have the ability to write the scripts myself, but would put funds toward or purchase a lua/octane camera motion addon similar to application plug-in model. Not sure how may octane users would be agree but I think there is or will be a market for custom lua scripts.
It would be great to see some more resources put to additional lua animation scripts (pan, tilt, zoom, follow path...) like the turntable script in another post. Having the turntable script write an alembic node or .abc file to disk would be even better.
Around 5 basic camera movements make up about 80% of all the motion in a typical film.
Loving the standalone, thanks for the update
- Edit -
I don't have the ability to write the scripts myself, but would put funds toward or purchase a lua/octane camera motion addon similar to application plug-in model. Not sure how may octane users would be agree but I think there is or will be a market for custom lua scripts.
A bug?: image resolution after exceeding 8192x8192 is not displayed properly - see the screenshot.
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3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
If there are light sources, or an environment with importance sampling or a daylight environment, Octane will trace direct light rays. This will result in less megasamples/second, but also usually in less noise after the same time.vipvip wrote:thanks
about the performance loss between 1.20a & 1.22 i was talking about in 1.22 thread, in fact, when disabling "importance sampling" for the same scene created with 1.20a version, in the environment-lighning-texture tab, the rendering speed of the 1.22 grows up to the level of the 1.20a ( almost ).
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Roeland
You have to enter the node graph, select an input linker node, and then you can change the name via the node inspector. These names will appear as pin labels on the node graph.Elvissuperstar007 wrote:where the name Live-DB? Octane render 1.23
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Roeland
The power of light sources works a bit differently when the scene is composed with small meshes, versus one big mesh with a lot of materials. A mesh is subdivided in a number of materials, visible as input pins on the mesh node. When you assign an emitter of say 100W to one of these pins then this 100W is distributed over the total area covered by this material. If you assign this emitter to a second input pin as well, this second material also will emit 100 W. If the second material covers less area than the first, then it will appear brighter because the power is spread over a smaller area.mikinik wrote:hi! why self-illuminating material works not always correctly? to all geometry before exporting applied reset xform. normals of geometry oriented correctly.
Now what happens if you split this mesh into a few instances? If the first material is now spread over three instances, then each of the three parts are now emitting 100W, so on average it gets 3 times brighter. I can imagine this can be quite annoying if you have to switch between using one big mesh vs using instances. But we haven't found a meaningful way yet to make it behave more consistently.
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Roeland
Thanks for the explanation, Roeland, but can you explain the performances-loss of 20-25% between 1.20a and 1.22, 1.23 when importance sampling is enabled on the new versions ?roeland wrote: If there are light sources, or an environment with importance sampling or a daylight environment, Octane will trace direct light rays. This will result in less megasamples/second, but also usually in less noise after the same time.
Roeland