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Re: OctaneRender for Rhino Beta 2.06 [STABLE]

Posted: Fri Sep 12, 2014 11:05 pm
by face_off
Hi Andreas - it is a trivial change to change the material naming. What about "My new material 001 (Octane)"? I can also look at adding an option to the configuration to switch the addition of the "Octane" to the material name on/off.

Paul

Re: OctaneRender for Rhino Beta 2.06 [STABLE]

Posted: Fri Sep 12, 2014 11:12 pm
by face_off
I have refreshed the links at the top of this thread with 2.0.6.15 - which was a TEST release posted a few days ago (5-10 messages up).

In summary, it includes:
- Added additional checks to ensure the Viewport is visible on a screen after using two monitors
- Added option to import a material from an Octane Standalone ORBX file. The ORBX file must have one single material not connected to a mesh in order for the inport to work. This option is available via an addition button next to the LiveDb button on the Materials panel
- The "Sync Octane Environment to Rhino Environment" setting is now saved with the Rhino scene

Paul

Re: OctaneRender for Rhino Beta 2.06 [STABLE]

Posted: Sun Sep 14, 2014 5:37 am
by newske
Hi Paul,
I remember a little while ago there was some difficulty in getting the correct scale for orthographic views.
Is there any chance of having this issue re-opened? It would be a very useful feature for overlaying linework/render. At the moment this is a pretty tedious thing to do.

Cam

Re: OctaneRender for Rhino Beta 2.06 [STABLE]

Posted: Sun Sep 14, 2014 1:50 pm
by face_off
I remember a little while ago there was some difficulty in getting the correct scale for orthographic views.
Is there any chance of having this issue re-opened? It would be a very useful feature for overlaying linework/render. At the moment this is a pretty tedious thing to do.
Hi Cam - the Octane Ortho camera can be fed a "scale" or "fov" - but I am unsure how to get either from the Rhino camera. The current formula for parallel projections is:

Code: Select all

                    if (viewport.IsParallelProjection)
                    {
                        double left, right, bottom, top, near, far;
                        if (viewport.GetFrustum(out left, out right, out bottom, out top, out near, out far))
                        {
                            double viewradius = top < right ? top : right;
                            fov = (float)viewradius;
                            fov *= 1.5f;
                        }
                    }
but as you point out - this is not entirely accurate. Would love to get this right. The other approach might be to determine the Octane scale ("The width of the orthographic view [m]") from the Rhino Frustum.

EDIT: Setting the scale from the width of the Frustum seems to have done it! I will post this in the next version.

Paul

Re: OctaneRender for Rhino Beta 2.06 [STABLE]

Posted: Sun Sep 14, 2014 10:14 pm
by newske
Fantastic! Looking forward to it. Thanks Paul.

Re: OctaneRender for Rhino Beta 2.06 [STABLE]

Posted: Mon Sep 15, 2014 2:40 pm
by v-cube
daily wish :-)

Hello Paul,

A small thing...

since I almost always need an alpha channel for my glass, I now use a "fake" glass material, which uses a falloff map in its opacity channel.
An unwanted side effect is, that the fake glass material is 100% opaque in the viewport.
Is there a possibility to derive the viewport material opacity e.g. from the grazing opacity value multiplied by 0,5? this way it would be possible to have a subtle representation of transparency for the viewport.
material-01.JPG
best regards

Andreas

Re: OctaneRender for Rhino Beta 2.06 [STABLE]

Posted: Mon Sep 15, 2014 10:59 pm
by face_off
Is there a possibility to derive the viewport material opacity e.g. from the grazing opacity value multiplied by 0,5? this way it would be possible to have a subtle representation of transparency for the viewport.
Hi Andreas - I will include this in the next release.

Paul

Re: OctaneRender for Rhino Beta 2.06 [STABLE]

Posted: Tue Sep 16, 2014 2:49 am
by felipezumaeta
face_off wrote:
Is there a possibility to derive the viewport material opacity e.g. from the grazing opacity value multiplied by 0,5? this way it would be possible to have a subtle representation of transparency for the viewport.
Hi Andreas - I will include this in the next release.

Paul
Hi Paul,
This is great, but do you think is also possible to customize the colour and opacity of the viewport material without messing the octane material settings? (In this case being glass will be great if the viewport material had a bluish tone)

Thanks!

Re: OctaneRender for Rhino Beta 2.06 [STABLE]

Posted: Tue Sep 16, 2014 3:24 am
by face_off

Video showing how to import ORBX materials into the plugin.
This is great, but do you think is also possible to customize the colour and opacity of the viewport material without messing the octane material settings? (In this case being glass will be great if the viewport material had a bluish tone)
This may not be so easy. I could make all Octane specular materials have a bluish color in the RHino preview window - but customising the color on a case by case basis would not be easy.

Paul

Re: OctaneRender for Rhino Beta 2.06 [STABLE]

Posted: Tue Sep 16, 2014 2:12 pm
by v-cube
face_off wrote:Hi Andreas - it is a trivial change to change the material naming. What about "My new material 001 (Octane)"? I can also look at adding an option to the configuration to switch the addition of the "Octane" to the material name on/off.

Paul
that sounds great - thank you !