OctaneRender™ Standalone 1.52

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abstrax
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tomas_p wrote:Hi.

I have terrible problem.

Almost each time when I open documents or I launch the octane, the octane requests some or somethimes many files (bitmaps or .obj).
When that happens Octane can't find those resources. I can think of three reasons why that happens:

- The relative path option (in the application preferences) is disabled and you moved the OBJ/ABC/image files.
- The relative path option is enabled and you moved the project file, but not the OBJ/ABC/image files.
- You are using non-ASCII characters and there is somewhere a bug in Octane hiding which causes it to not find the file (hopefully not).

Could you check the above? Thanks.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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roeland
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ROUBAL wrote:Hi, I post this here because the weirdest problem I encountered last night seems to be due to a bad behaviour of the Animation script Inside Octane.

Yesterday I came back to the previous Blender plugin version, because I couldn't get an alembic export with the most recent version, due to Octane server crash. So I reinstalled the Octane Server - 1.33 - 4.0 beta and Blender Octane Edition - 1.33 - 4.0 beta (2.69).

I finally got my alembic export of a car with animated character driving it (Export method used was Full). I spent hours copying one by one the materials from my original model. I have joined most of the separated parts of the car (doors and else) because each part sharing materials with others have different materials Inside Octane and gave a very high amount of material pins. Wheels are instanced copies of the same original mesh and are parented to rotating bones of an armature.

:arrow: Bad surprise (but not the least !) : the camera framing is not the same in Blender and in Octane from the alembic node. The alembic camera doesn't respect the Blender camera settings. I don't know if it is due to the exporter or to the interpretation of the alembic file Inside octane.

Finally, I tested the animation frame by frame in Octane and everything (except the camera framing) was fine in the render window...

:arrow: But, after long hours of rendering of the animation, I discover that the rendered/saved images of the animations are different than the images seen in the render window when incrementing frame by frame ! Look what happen to the car wheels when rendering a sequence with the animation script ! It is crazy ! :shock:

EDIT : I have exported again the alembic file with this time the wheels not instanced : Each Wheel is a different mesh. I get the same result with pulsating wheels ! It looks like the rotation is badly managed by the Animation script, as all frames look OK when incremented by hand. :roll: I have 1000 frames to render, and I can't render them by hand !

:arrow: After more investigations, it appears that the problem of pulsating wheels occurs only if the Animation frame rate in the animation script panel is set to value other than 24 Fps.

At 24 Fps, the problem doesn't occur. I have made a simplified orbx file containing 15 frames in an alembic node exported at 25 Fps. The file includes only one wheel and the road surface as reference. Try to render an animation at 24 Fps, and at 25 Fps. I also noticed that numbers in the frames name cause a problem and are replaced by the frame number of current render.

...

:!: A temporary trick for Blender plugin users while waiting for a fix of Alembic export bug : To avoid the Alembic Export failure and error message saying that a Compute model 1.3 is not found, try to disable all GPUs (uncheck all boxes) before exporting to Alembic file. This seems to circumvent the bug.

:arrow: As I can export by using the trick explained in previous lines, I have reinstalled the 2.70 version : After many hours of investigations, I have understood some things : The plugin doesn't convert the actual position of the camera when a frame delay is added in parenting the camera to an object. In my case, I have added a frame delay of 3 frames to the camera to add realism in the shot, as the camera is parented to the car which is filmed.

I am still investigating around other troubles.
For now it is best to always use the same frame rate for exporting and for rendering. If the frame rate is different, then for some frames the transform of the wheel is interpolated, for rotating objects like wheels, this will not work correctly. So to render at 25fps you have to export at 25fps.

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Roeland
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ROUBAL
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For now it is best to always use the same frame rate for exporting and for rendering. If the frame rate is different, then for some frames the transform of the wheel is interpolated, for rotating objects like wheels, this will not work correctly. So to render at 25fps you have to export at 25fps.
Thank you Roeland. I have understood what happened, but the first time I saw the car's wheels on my rendered animation I though I had a brain attack ! :lol:
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.
kavorka
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My alembic camera is still being imported with a lot of Jitteryness. I exported out of the Blender plugin. In Blender, everything is smooth, but it starts to really shake towards the end of my animation.

Anyone else still have this problem?
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kavorka
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I did some testing, and the jitterness only exists when I keyframe the rotation of the camera. I got rid of my rotation keyframes and used an empty to point the camera at and I have no shaking. The shaking does not exist in my Blender file at all.

Here is an orbx file that has both cameras. I removed the actual building and replaced it with simple cubes. The shaking starts around frame 380.
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kavorka
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I am encountering a bug.
When I bring in 2 alembic cameras with different amounts of frames, the timeline shows the frame numbers of the camera that has more frames even when I select the other camera. For the shorter animation, it seems to run the animation for a little, then restart it so it ends at the correct time.
Deleting the camera with more frames fixes the problem with the other camera though.
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roeland
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Octane only has one time line for all the objects in your current scene, so it will always show the union of all the time lines of all animations.
For the shorter animation, it seems to run the animation for a little, then restart it so it ends at the correct time.
What do you mean with that? What are the animated intervals of the two imported cameras?

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Roeland
kavorka
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roeland wrote:Octane only has one time line for all the objects in your current scene, so it will always show the union of all the time lines of all animations.
For the shorter animation, it seems to run the animation for a little, then restart it so it ends at the correct time.
What do you mean with that? What are the animated intervals of the two imported cameras?

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Roeland
My longer animation was about 200 frames more than the shorter. If i scrubed through the shorter animation, it would go normally for the first couple hundred frames, then when it gets to a certain point, it shows what should be frame 1 and then goes from there normally. So there is a big jump.

I get it though, I am only having one animated camera per file for now.
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roeland
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kavorka wrote:My longer animation was about 200 frames more than the shorter. If i scrubed through the shorter animation, it would go normally for the first couple hundred frames, then when it gets to a certain point, it shows what should be frame 1 and then goes from there normally. So there is a big jump.

I get it though, I am only having one animated camera per file for now.
That sounds like a bug, the camera with the shorter animation time span should stay at its start position until the start of its animation interval, and stay at the final position after the end of its interval. I can have a look at it to see if something is broken there.

Do the animations of your cameras start at the same time stamp?

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Roeland
kavorka
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They both start at 0 in blender if thats what you mean.
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