Grimm's take on the turntable anim script

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grimm
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Ah, I see. Thanks Thomas,

Jason
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Tugpsx
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Thanks again for the awesome script, since you have taken it this far is it possible to simulate motion blur with the options thus far. I'm curious if a still obj in an HDRI environment could be rendered to simulate an action shot as a car zooming by. I know this can be done in post but wonder if there is a way to use a plane between the camera and target to do so similar to how the fog effects are made in octane.
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grimm
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Hi Tugpsx,

Sorry didn't see this until now. Right now Octane only supports camera motion blur. In this case you would move the camera and set the shutter time to the amount of blur you want. This will also blur the background and environment as well though. You could set something up in your modeling package to test it if your package supports the Alembic format.

Jason
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r-username
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I noticed that the target offset had a max value of 100, the code looked like it should of had a max of 400, I edited my version to increase my version to 1000

(Thomas had 10000 max for targetslider)

Thanks for all the updates to the turntable script, and still think the motion pack of scripts would be a good idea.
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stratified
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In principle, the target distance should go to infinity because you can position your camera as far away as you want from the target. But we don't have sliders that have an infinite range so we have to cut off somewhere...

cheers,
Thomas
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grimm
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r-username wrote:I noticed that the target offset had a max value of 100, the code looked like it should of had a max of 400, I edited my version to increase my version to 1000

(Thomas had 10000 max for targetslider)

Thanks for all the updates to the turntable script, and still think the motion pack of scripts would be a good idea.
Thanks, I have bumped the max value to 16000, so hopefully that will be enough. :) I have been thinking about your idea of a motion pack, but I haven't come up with a good way to combine them in a reasonable way. I'm not abandoning the idea I just need more time to think of a good way to do it. That and I'm still learning how the API works. I have another script idea that I'm working on, so stay tuned.

I have posted a new version of the script in the first post ( V0.8 ). Please everyone try it out and let me know if there are any bugs. The API changed a lot for 1.26 so there could be a lot of things I haven't fixed yet. :? Thanks,

Jason
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bepeg4d
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hi jason,
thanks for the update, i was waiting for the 1.26 especially for the 0.8 version of yours fantastic script :)
now all the render targets in the scene are correctly listed, even if a thin camera node is grouped or the rt is grouped itself, great ;)
anyway there is still an issue, if you switch from an rt to another for fast previewing, the rt is updated only if the "old mesh preview render target" is selected, any other rt gives always the same rendering of the first rt selected.
another little issue is that, after the exit of the script, you need to click "stop render" and clean all the gpu in order to reload a new render target.
i have prepared a little scene and packaged with the new .ocp format:
grimm08-02.rar
(5.4 KiB) Downloaded 274 times
i wonder if the selection of one render target before running the script is still needed, now that the script can catch all the rt automaticaly :roll:
about other implementation: i have prepared a rough idea of interface that i would love to have, obviously i really don't know how hard could be to implement it :D
Capture-st126-01.png
note: in the "Spiral in/out direction" popup we should have: backward-forward, left-right, up-down options.
ciao beppe
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stratified
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This script is turning out really awesome!

I think the render target issues aren't Jason's fault but ours. We've made some changes in that are for 1.26 and I think there are a few bugs...

cheers,
Thomas
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grimm
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bepeg4d wrote:hi jason,
thanks for the update, i was waiting for the 1.26 especially for the 0.8 version of yours fantastic script :)
now all the render targets in the scene are correctly listed, even if a thin camera node is grouped or the rt is grouped itself, great ;)
anyway there is still an issue, if you switch from an rt to another for fast previewing, the rt is updated only if the "old mesh preview render target" is selected, any other rt gives always the same rendering of the first rt selected.
another little issue is that, after the exit of the script, you need to click "stop render" and clean all the gpu in order to reload a new render target.
Hi Beppe,

Sorry I haven't been very responsive lately, I was on vacation before and had a lot of time. Now I'm back to work and so I don't have as much free time. I tested the problems you are having with versions 1.27 and 1.28 of Octane and it looks like some of the problems have been fixed. The problem that remains (if it is a problem?) is that when you stop the render and exit the script Octane is left in pause mode. Pause mode has always given me problems from when I first used Octane, it doesn't quite work like I would expect it to. The solution is to just select the play button and continue to choose render targets as you wish. I would be nice if Octane is paused, and you select a render target, it would automatically start the render back up.

I like your mock up of the additional turntable options. Let me think some more and take a closer look at the code and see if I can't implement some of them.

Jason
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
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stratified
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We changed the render behaviour recently. When octane.render.start ends it will leave the render engine paused. The reason we did this is that we need to keep more render state around to be able to save HDR images from the last render.

You can call octane.render.clear() or octane.render.reset() to fully clear out the render engine. I'll have to bring in Marcus to fully explain what the difference is between those...

cheers,
Thomas
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