I've sent you my scene in private messagehaze wrote:Ok. Would you be able to upload the scene to dropbox or somewhere I can download it so I can take a look?
OctaneRender™ V4 XB4
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- Jolbertoquini

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Hi Issa,Issa wrote:I am making some sort of point cloud rendering in octane using scatter node.
I can easily load over 10 millions points in octane 3 but no way for v 4, even with out-of-core turned on. Please tell me that will be fixed.
The dream for v4 may be to be able to handel 1 billion instance or closer.
I deal with billion of photogrametric points from time to time at work.
I took the model from this site for my test:
https://dronemapper.com/sample_data/
This is interesting, and looking really good did you use the ply with the vertex color and generate the scatter on Houdini? or other way?
Cheers,
JO
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Hi Jolbertoquini,Jolbertoquini wrote:This is interesting, and looking really good did you use the ply with the vertex color and generate the scatter on Houdini? or other way?
Yes this is exactly my workflow for Houdini. You can also wrote a script to directly translate the .ply, What I've done for my company
thank you : )
- Jolbertoquini

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Thanks a lot Issa.Issa wrote:Hi Jolbertoquini,Jolbertoquini wrote:This is interesting, and looking really good did you use the ply with the vertex color and generate the scatter on Houdini? or other way?
Yes this is exactly my workflow for Houdini. You can also wrote a script to directly translate the .ply, What I've done for my company
thank you : )
Awesome I also did meshlab save as xyz file change to .txt and is working well only trying to find how to put the color but you totally right Houdini save the day there hehehe!
Cheers,
JO
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Pretty ! Follow this to get the color in houdini:Awesome I also did meshlab save as xyz file change to .txt and is working well only trying to find how to put the color but you totally right Houdini save the day there hehehe!
https://vimeo.com/172594655
Otoy - Maybe my idea for Object Layer Map having separate check boxes for receives and casts shadows could be useful here?Zay wrote:I use it all the time for indoor scenes. On walls, doors, ceilings, windows - where ever I need a fill light and its reflection. Especially for wall lights to assist in various ways.haze wrote: There are ways to change this, but to determine which way, we would need to know what it would be used for - can you give us an example in your workflow where you need this (for our understanding)?
In the mean time,we will fix the tooltips on these settings to indicate that they operate only for direct light.
But - the problem is also in the Octane Environment/HDRI.
Or maybe, somewhere in the mix, a shadow amount slider, like opacity, to reduce the presence of any shadows...
Fake, but hey...as it is it's accuracy out the window, so when in Rome...
DO AS NAPOLEON WOULD DO. CONQUER THE ENEMY, AND LEAVE NO SHADOW OF A DOUBT....
Eh?
Eh......?
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- Jolbertoquini

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Yes, I realize the plug does it automatic, basically not need Roahn stuff anymore also get as Alembic cache (not csv scatter) I realize is perfect and way stable for XB4 I have full PLY Pointcloud straight there really faster and stable. with the alembic cache.Issa wrote:Pretty ! Follow this to get the color in houdini:Awesome I also did meshlab save as xyz file change to .txt and is working well only trying to find how to put the color but you totally right Houdini save the day there hehehe!
https://vimeo.com/172594655
Cheers,
JO
Octane Render for Maya.
https://vimeo.com/jocg/videos
https://www.linkedin.com/in/jocgtd
http://www.hmxmedia.com/
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All doneJolbertoquini wrote:
Yes, I realize the plug does it automatic, basically not need Roahn stuff anymore also get as Alembic cache (not csv scatter) I realize is perfect and way stable for XB4 I have full PLY Pointcloud straight there really faster and stable. with the alembic cache.
Yes but we need stable .csv for octane standalone. This is pretty handy and straightforward in our workflow with scripting all the boring stuff, no more need of Houdini
Sorry, we still don't get it.
It's probably best to show us some real scene where indirect shadows are a problem, then we can try to figure out a way to improve that behaviour, because we have a couple of ideas of what we could do, but all of them have some negative side effects that usually don't make any sense.
If you use a fill light, you would make it transparent wouldn't you? And thus the fill light doesn't cast any shadows anyway. But if you are talking of the objects that will have an indirect shadow due to the reflected fill light from the wall you certainly want to see (indirect) some shadow here, don't you, Or what am I missing?Zay wrote:I use it all the time for indoor scenes. On walls, doors, ceilings, windows - where ever I need a fill light and its reflection. Especially for wall lights to assist in various ways.haze wrote: There are ways to change this, but to determine which way, we would need to know what it would be used for - can you give us an example in your workflow where you need this (for our understanding)?
In the mean time,we will fix the tooltips on these settings to indicate that they operate only for direct light.
It's probably best to show us some real scene where indirect shadows are a problem, then we can try to figure out a way to improve that behaviour, because we have a couple of ideas of what we could do, but all of them have some negative side effects that usually don't make any sense.
We don't include the environment in the direct light calculation if it's constant. Only if you use some non-constant texture (like an HDR image), the environment is included in the direct light calculation and thus only then the option "shadow visibility" has an effect (if you have "importance sampling" enabled). In other words if you use a simple colour texture in the texture environment, the shadows below your objects are indirect shadows.But - the problem is also in the Octane Environment/HDRI.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
You're right! I can fix it with transparency as you said.abstrax wrote:Sorry, we still don't get it.
The problem was me still thinking that "transparency on" was a no go as I would lose light reflections. But I see now that is fixed and it was my test scene light setup that made me think it was not.
So my mistake, sorry
Carry on
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