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Re: Beta 2.2 RC1: SoftImage XSI plugin testing thread
Posted: Sun Dec 19, 2010 8:03 pm
by face
PeterCGS wrote:Sweet!
Does the import go faster aswell? (Couldn't make out what was new/old import times from your previous post)... Im at 90+ seconds on export now:(
Nope, the data is the same, but I was able to speedup again.
The untextured 1mio sphere now need around 10sec.
face
Re: Beta 2.2 RC1: SoftImage XSI plugin testing thread
Posted: Sun Dec 19, 2010 8:14 pm
by PeterCGS

Yeah!! Sounds great
BTW! Just a silly idea until we can get z-depth/alpha channels etc out of Octane. Would it be possible to stack up several scenes, so that you can sort of render different octane passes on each export?
What I mean is. You point to for example three different octane scenens (Maybe you have three "emitting" objects, and you just let one be "turned on" in each scene), and you stack them in a list in the octane exporter. When you hit render animation it exports, and render the object in octane scene 1, 2 and then 3. And then it exports the next frame.
Would be great save in rendertime for doing different kind of compositing passes in octane..
/Regards Peter K
Re: Beta 2.2 RC1: SoftImage XSI plugin testing thread
Posted: Sun Dec 19, 2010 8:58 pm
by face
Hm, i think that is a little bit to much work.
For that you must create different scenes in Octane.
I can do that by save a scene from Octane with a simple cube in it.
If i want to render a alpha pass, then i give the scene a black background and the mesh a light material.
I use this scenefile as source and put it in the exporter. Here i can manipulate all lines i want, maybe to change the cube in an other object.
Or change the background color to white and the power of the light to 0, if i want to invert the output.
Then I write the scenfile from the exporter back to disk and tell Octane he should use this scenefile.
Same with the z-depth. For that i use a gradient image and change the uv-coordinates in distance to the camera.
It´s all possible but any changes from Refractive in the file-architecture will destroy it...
In other words, wait till it´s implemented
face
Re: Beta 2.2 RC1: SoftImage XSI plugin testing thread
Posted: Sun Dec 19, 2010 9:36 pm
by PeterCGS
Ahh, I suspected it was a little bit much to ask
The way I've set-up things lately are to render out different kind of light setups. Almost like multilight in maxwell, and then take different renders and comp it together (and a fast ambient occlusion direct lightning pass).Alpha etc. I do from my XSI, but it always nice to have different setups for comp

Re: Beta 2.2 RC1: SoftImage XSI plugin testing thread
Posted: Mon Dec 20, 2010 12:04 am
by face
So, last speedup...
All have around 1mio triangles.
Sphere, untextured from 35sec -> 17sec -> 10sec
Sphere, textured from 40sec -> 23sec -> 13sec
Pointcloud from 130sec -> 25sec -> 15sec
PeterCGS wrote:Wow! Great speed increases

I do animations with 30.000+ spheres.. Takes forever to export... Cross my finger for a updated plug-in pretty soon

That need now around 35sec with a 8u/8v subdivision...
Thats all
face
Re: Beta 2.2 RC1: SoftImage XSI plugin testing thread
Posted: Mon Dec 20, 2010 5:52 am
by adrencg
PeterCGS wrote:

Yeah!! Sounds great
BTW! Just a silly idea until we can get z-depth/alpha channels etc out of Octane. Would it be possible to stack up several scenes, so that you can sort of render different octane passes on each export?
What I mean is. You point to for example three different octane scenens (Maybe you have three "emitting" objects, and you just let one be "turned on" in each scene), and you stack them in a list in the octane exporter. When you hit render animation it exports, and render the object in octane scene 1, 2 and then 3. And then it exports the next frame.
Would be great save in rendertime for doing different kind of compositing passes in octane..
/Regards Peter K
If you're using xsi to export to Octane, can't you just render those passes from XSI?
Re: Beta 2.2 RC1: SoftImage XSI plugin testing thread
Posted: Mon Dec 20, 2010 3:50 pm
by adrencg
Face, what do you think? Any chance of having this before the end of the year? I have a job that I won't render in Octane because the load times between frames is killing me.
Re: Beta 2.2 RC1: SoftImage XSI plugin testing thread
Posted: Mon Dec 20, 2010 7:25 pm
by face
I hope...
face
Re: Beta 2.2 RC1: SoftImage XSI plugin testing thread
Posted: Mon Dec 20, 2010 11:07 pm
by OneBigTree
adrencg wrote:PeterCGS wrote:

Yeah!! Sounds great
BTW! Just a silly idea until we can get z-depth/alpha channels etc out of Octane. Would it be possible to stack up several scenes, so that you can sort of render different octane passes on each export?
What I mean is. You point to for example three different octane scenens (Maybe you have three "emitting" objects, and you just let one be "turned on" in each scene), and you stack them in a list in the octane exporter. When you hit render animation it exports, and render the object in octane scene 1, 2 and then 3. And then it exports the next frame.
Would be great save in rendertime for doing different kind of compositing passes in octane..
/Regards Peter K
If you're using xsi to export to Octane, can't you just render those passes from XSI?
That´s what I do. Alphas and zbuffers render quite fast from XSI, so why export them? And Octane renders the current pass anyway, no?
Re: Beta 2.2 RC1: SoftImage XSI plugin testing thread
Posted: Tue Dec 21, 2010 9:17 am
by JANCA
Non capisco, l'unità di Softimage è 1=10 cm perchè per mantenere l'esatta posizione della telecamera devo impostare in Octane Render la scala OBJ in meter to meter?
Tutti i miei progetti sono in decimetri.
Si può in qualche maniera modificare l'esportatore?
Grazie
---------------
I do not understand, the unit of 1 = 10 cm Softimage is because to maintain the exact position of the camera I set the scale in Octane Render OBJ meter to meter?
All my projects are in decimetres.
You can somehow change the exporter?
Thanks