OctaneRender™ Standalone 1.31

A forum where development builds are posted for testing by the community.
Forum rules
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.
Eznit
Licensed Customer
Posts: 36
Joined: Wed Mar 21, 2012 11:27 am

Obrigado!! Thanks :lol:

:D beta for plug in SketchUp (in development)
gardeler
Licensed Customer
Posts: 121
Joined: Fri Feb 22, 2013 5:10 pm

Rikk The Gaijin wrote:This is what I export from Maya

Image

And this is what comes in Octane (after I manually set the Alembic scale to centimeters)

Image
Hi Rikk
With regards to the alembic node and assigning materials, it works differently than it does on a .obj. So far I have not been able to get shader inputs per shader in my maya scene to work at all (like it does with obj's... But what you can do is un-checkbox the "hide materials with same name". This will give you an input per shape object in the alembic in stead. This can be quite messy sometimes if you have a lot of objects that would use the same shader, but you can at least assign shaders to anything you want.

A heads up is that Maya2014 has export UV's off as default in the alembic exporter. But last time I tested maya's exporter with UV's on, it crashes octane when I tried to load the alembics. But that was a while back. I have not tested it with 1.31.

hope this helps.
User avatar
roeland
OctaneRender Team
Posts: 1822
Joined: Wed Mar 09, 2011 10:09 pm

To use the camera in an Alembic file you need to make a render target node and connect both the camera and geometry. If you click on the Alembic scene node only the geometry is rendered with the default preview camera.

And about the materials, the only Alembic files containing material assignments I have seen yet came from an Exocortex Crate plugin. Cinema4D can export face selections, which can also be read as materials in Octane.

--
Roeland
Rikk The Gaijin
Licensed Customer
Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

gardeler wrote:Hi Rikk
With regards to the alembic node and assigning materials, it works differently than it does on a .obj. So far I have not been able to get shader inputs per shader in my maya scene to work at all (like it does with obj's... But what you can do is un-checkbox the "hide materials with same name". This will give you an input per shape object in the alembic in stead. This can be quite messy sometimes if you have a lot of objects that would use the same shader, but you can at least assign shaders to anything you want.

A heads up is that Maya2014 has export UV's off as default in the alembic exporter. But last time I tested maya's exporter with UV's on, it crashes octane when I tried to load the alembics. But that was a while back. I have not tested it with 1.31.

hope this helps.
Thank you gardeler, unchecking the "Merge materials with the same name" option helped a bit, but like you said, I will have duplicated materials, but that's better than nothing, for now.
roeland wrote:To use the camera in an Alembic file you need to make a render target node and connect both the camera and geometry. If you click on the Alembic scene node only the geometry is rendered with the default preview camera.

And about the materials, the only Alembic files containing material assignments I have seen yet came from an Exocortex Crate plugin. Cinema4D can export face selections, which can also be read as materials in Octane.

--
Roeland
Thanks roeland, the user funk told me already how to setup the node, so that's solved.
The Exocortex Crate plugin costs $399, definitely too much just to have materials exported in alembic... :(
Rikk The Gaijin
Licensed Customer
Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

Btw, in version 1.31 I DON'T HAVE ANY NODE for the materials in the alembic file.
If I uncheck "Merge materials with the same name" in the alembic option, just one node pops up, instead of a per-mesh node like in the previous version.
Roeland, why is this happening?

Version 1.29
129.jpg
Version 1.31
131.jpg
Rikk The Gaijin
Licensed Customer
Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

I found another problem: the "Reset Camera View to default" doesn't work with alembic. If I accidentally move the camera in the scene, I cannot bring it back to the original position and the only thing I can do is to re-import the abc file... :?
User avatar
roeland
OctaneRender Team
Posts: 1822
Joined: Wed Mar 09, 2011 10:09 pm

Rikk The Gaijin wrote:Btw, in version 1.31 I DON'T HAVE ANY NODE for the materials in the alembic file.
That's a bug in the Alembic loader, we have fixed in the next release.

--
Roeland
Rikk The Gaijin
Licensed Customer
Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

roeland wrote:
Rikk The Gaijin wrote:Btw, in version 1.31 I DON'T HAVE ANY NODE for the materials in the alembic file.
That's a bug in the Alembic loader, we have fixed in the next release.

--
Roeland
Ok, great! ;)
Rikk The Gaijin
Licensed Customer
Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

Yet, another problem... The Mix Texture node in the normal map slot seems to not work. :(
Can anyone confirm this?

Image
xxdanbrowne
Licensed Customer
Posts: 503
Joined: Wed Feb 06, 2013 2:38 am

roeland wrote:
Rikk The Gaijin wrote:Btw, in version 1.31 I DON'T HAVE ANY NODE for the materials in the alembic file.
That's a bug in the Alembic loader, we have fixed in the next release.

--
Roeland
I can confirm that material nodes show up in the standalone corresponding to assigned materials in maya exported as alembic in release 1.32. Thanks guys!
Post Reply

Return to “Development Build Releases”