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Re: Animation test - PhysX driven boxes...

Posted: Thu Apr 08, 2010 9:57 am
by [gk]
Im a 3dsmax and maya user, Ill cook up some scripts and share.

Re: Animation test - PhysX driven boxes...

Posted: Thu Apr 08, 2010 11:06 am
by meleseDESIGN
Actually it doesn't matter how much objects are in the scene.
Just render one frame and you know how te set the samples cap.
It would be still faster to render with Octane as with every CPU render engine, even if the sample rate as higher as needed for some objects.
Only Octane must be able to grab every Frame/OBJ automaticly.

I would like to see an script/plug-in integrated into Qctane what automate those grab/open/render frameXXXX.obj and save frames as frameXXXX.tga (or *.tif/*.jpg) format tasks.

;)

[gk] wrote: would work in some situations not all. 99% of 3d scenes has more than 1 object, so which should be analysed? the one in front or the one in back, that will be messy. let alone the fact a box with a tiny hole renders super fast from outside...but try go inside it :) Curve editor would come handy there.

I would refrain from auto interpolation. Simple beziers would be optimal.

Re: Animation test - PhysX driven boxes...

Posted: Thu Apr 08, 2010 2:16 pm
by [gk]
meleseDESIGN wrote:Actually it doesn't matter how much objects are in the scene.
Just render one frame and you know how te set the samples cap.
It would be still faster to render with Octane as with every CPU render engine, even if the sample rate as higher as needed for some objects.
Only Octane must be able to grab every Frame/OBJ automaticly.

I would like to see an script/plug-in integrated into Qctane what automate those grab/open/render frameXXXX.obj and save frames as frameXXXX.tga (or *.tif/*.jpg) format tasks.

;)

[gk] wrote: would work in some situations not all. 99% of 3d scenes has more than 1 object, so which should be analysed? the one in front or the one in back, that will be messy. let alone the fact a box with a tiny hole renders super fast from outside...but try go inside it :) Curve editor would come handy there.

I would refrain from auto interpolation. Simple beziers would be optimal.

Thats not entirely correct, the amount of bounces and rays needed to do a clean render differs greatly based on camera position and if that changes one test frame isnt enough to determin the optimal sample cap. As I said, render a box with a small hole seen from the distance, the image itterates to a final quality realtivly fast, now try move inside the box and it needs alot more samples + the samples takes longer time to compute ( just look at samples pr sec, multi bounce drops this down intensivly )
Its not ideal to go to the worst possible camera angle and use that as a refference as possibly 90% of the scene could be something seen from the distance and more over, with few multibounce. it will be overkill with many factors to attack the samplecappin' with a linear approach :)

I think they are working on some import stuff for the next build which might solve the load of obj sequenes in batches.
we'll see.