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Re: OctaneRender for Rhino Beta 1.20.1 [STABLE]

Posted: Tue Aug 27, 2013 12:40 am
by face_off
Thanks for the reply -- I'm honestly open to using this however it was intended, It's just different than other plugin's so I'm trying to understand it. Is your opinion and intention that the "rendered viewport" in Rhino should be not used, and for us to use the Octane Render window only instead? Just wondering what workflow you reccomend?
I think it will be different for each user. IMO the fastest workflow is to do 100% of the modelling first, then apply Rhino materials to the geometry, then open the plugin (which will assign Octane materials to all the Rhino materials) to render in Octane. Then the Rhino Viewport materials will match the Octane Viewport. You really need to do your modelling in the Rhino viewport - since the Octane viewport does not support the modelling process.
Also, correct me if I'm wrong, but is the intended process, to create a Rhino Material, name it, assign it to geometry, and then tweak the Octane material settings from that point forward?
Correct - that is described in the manual http://render.otoy.com/manuals/Rhino/?page_id=85.

You can build a library of Rhino/Octane materials. Name the rhino material (say "Leather"), save it, assign it to some geometry, edit the Octane material to tweak (or load Leather from the LiveDb), "Save as Default". Then whenever you load and assign the Rhino "Leather" material, the saved default Octane material will be used. If you need to tweak Octane Leather for a particular scene, that tweaked Octane version will be saved in the Rhino file, and will not change the default version (unless you Save as Default).

The plugin currently supports someone building a large library of Rhino materials, and corresponding Octane materials and distributing them for others' use.

Paul

Re: OctaneRender for Rhino Beta 1.20.1 [STABLE]

Posted: Tue Aug 27, 2013 6:41 am
by Refracty
When I use "deep channel rendering" with Z-Depth the eposure should change the zdepth-range like in the standalone. In the last Rhino4Octane build nothing happens.

Re: OctaneRender for Rhino Beta 1.20.1 [STABLE]

Posted: Tue Aug 27, 2013 8:24 am
by face_off
When I use "deep channel rendering" with Z-Depth the eposure should change the zdepth-range like in the standalone
I just tested this on Standalone, and if I change the imager->exposure, the z-depth does not change.

Paul

Re: OctaneRender for Rhino Beta 1.20.1 [STABLE]

Posted: Tue Aug 27, 2013 8:42 am
by Refracty
sorry for confusion, I will test it later...

Re: OctaneRender for Rhino Beta 1.20.1 [STABLE]

Posted: Tue Aug 27, 2013 10:56 am
by Daniel79
I have this problem while activating the plugin (see image):
I purchased two licenses of OR and one of the Plugin For Rhino, one for work (do not use), and one for home, I installed the plugin on the home machine but I get the following error.
How can I fix?

Re: OctaneRender for Rhino Beta 1.20.1 [STABLE]

Posted: Tue Aug 27, 2013 11:14 am
by face_off
I have this problem while activating the plugin (see image):
I purchased two licenses of OR and one of the Plugin For Rhino, one for work (do not use), and one for home, I installed the plugin on the home machine but I get the following error.
How can I fix?
Is it possible that you have purchase the Rhino plugin license with the work Octane Standalone license? If that is the case, your Rhino plugin can only be activated at work. Your options would be 1) Deactive both standalone account (online) and then activate the account you puchase the Rhino license with at home, or 2) Contact Otoy support and ask them to swap the Standalone account that the plug license is attached to.

Paul

Re: OctaneRender for Rhino Beta 1.20.1 [STABLE]

Posted: Tue Aug 27, 2013 11:31 am
by face_off

Re: OctaneRender for Rhino Beta 1.20.1 [STABLE]

Posted: Tue Aug 27, 2013 12:28 pm
by Daniel79
How if possible, it is automatically associated to a different account from that of the computer from which you do the installation?

Now I have turned off all licenses, including that of the plugin, try again in an hour

thanks

Re: OctaneRender for Rhino Beta 1.20.1 [STABLE]

Posted: Tue Aug 27, 2013 2:13 pm
by Bendbox
face_off wrote: Hi Ryan - in file A, select the aluminium can and in the plugin Materials tab, right click the can material and "Save as Default". Then whenever that Rhino material name is used (in file B for example), the Octane material you saved will be applied. This is covered in the manual http://render.otoy.com/manuals/Rhino/?page_id=35.

Paul
Terrific, thank you Paul!!!!

Ryan

Re: OctaneRender for Rhino Beta 1.20.1 [STABLE]

Posted: Tue Aug 27, 2013 2:17 pm
by Bendbox
face_off wrote: I think it will be different for each user. IMO the fastest workflow is to do 100% of the modelling first, then apply Rhino materials to the geometry, then open the plugin (which will assign Octane materials to all the Rhino materials) to render in Octane. Then the Rhino Viewport materials will match the Octane Viewport. You really need to do your modelling in the Rhino viewport - since the Octane viewport does not support the modelling process.

Correct - that is described in the manual http://render.otoy.com/manuals/Rhino/?page_id=85.

You can build a library of Rhino/Octane materials. Name the rhino material (say "Leather"), save it, assign it to some geometry, edit the Octane material to tweak (or load Leather from the LiveDb), "Save as Default". Then whenever you load and assign the Rhino "Leather" material, the saved default Octane material will be used. If you need to tweak Octane Leather for a particular scene, that tweaked Octane version will be saved in the Rhino file, and will not change the default version (unless you Save as Default).

The plugin currently supports someone building a large library of Rhino materials, and corresponding Octane materials and distributing them for others' use.

Paul
Got it, thank you again for the very informative answer. I've now read the entire manual, front to back. I'm loving this plugin, by the way!

Ryan