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Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Wed May 24, 2017 1:51 pm
by Uhlhorn
Thank You Paul, this is a huge help! :-) I actual have to render an animation.

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Fri May 26, 2017 12:43 am
by yaseunghee
When i use vdb, i can't see and drag drop VDB Voxel's source channel in OctaneRender Layout. It can only Schematic Fusion Layout. And Volume's channels(particle source and voxel source) are too.

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Fri May 26, 2017 12:48 am
by funk
yaseunghee wrote:When i use vdb, i can't see and drag drop VDB Voxel's source channel in OctaneRender Layout. It can only Schematic Fusion Layout. And Volume's channels(particle source and voxel source) are too.
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Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Sat May 27, 2017 12:49 am
by yaseunghee
Wow! Thanks funk.

And one more question.

Why smoke in octane render is dimmer than Modo's it?

When i saw a tutorial video, both Octane's and Modo's are rendered same alike.

But when i render my vdb files in modo with octane, it looks vague.

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Sat May 27, 2017 2:04 am
by face_off
Why smoke in octane render is dimmer than Modo's it?

When i saw a tutorial video, both Octane's and Modo's are rendered same alike.

But when i render my vdb files in modo with octane, it looks vague.
If you use a VDBVoxel item in Modo, the plugin will read the number of grids from the first frame (which in the example you are using is a small number). So if you have an animated VDB which changes in size throughout the animation, you are better off using a Mesh Item OCS/ORBX proxy containing the VDB sequence than the Modo VDBVoxel item.

Paul

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Sat May 27, 2017 2:38 am
by yaseunghee
Wow! Thanks Paul.

But..another question..

How can i render animation?

i tried it, but i didn't get fire images but cube(proxy) images only.

when i render frame by frame, i got a normal fire image. However rendering it start to end all at once, i got only cubes(proxy mesh).

To solve it, What setting should i do?

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Tue Jun 06, 2017 9:44 pm
by Tharso
how can I render deformed mesh in octane?

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Wed Jun 07, 2017 10:12 am
by face_off
how can I render deformed mesh in octane?
It should render automatically. Can you send me a scene with a deformed mesh which is not rendering pls?
How can i render animation?

i tried it, but i didn't get fire images but cube(proxy) images only.

when i render frame by frame, i got a normal fire image. However rendering it start to end all at once, i got only cubes(proxy mesh).
What version of the plugin are you using pls?

Paul

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Wed Jun 07, 2017 3:06 pm
by Tharso
It render automatically. My fault .

Thx

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Thu Jul 06, 2017 6:25 am
by yoshikai
Hi Paul.
Thank you for update latest version.
Octain is really fast render plugin.
Well, I ask some question.
I can't change to projection Type in Environment Texture.
I Think only light probe is works.
but, I can see the change projection type button.
This button is always deactivate. I can't touch this button.
and Environment texture is not working with sequential file.
I want to use 2 environment map.
1 HDR map (projection type light prob)
2 sequential file(projection type camera projection)(live action image).
Would you please tell me How to use 2 diffarent environment map?
I already tested choose type of visible environment and lighting environment.
but, It's not works.(actually It' works,but light prob and camera mapping(sequential)is not works)

sincerly