James wrote:saikafu: The sun angle is taken from the orientation of the lamp rather than the position, try changing the lamp to a sun type or area (any lamp that shows the direction it is pointing) and rotate it.
Good point James, Saikafu, good you first check if you are using a sun light and not a lamp which hasn't direction.
James wrote:saikafu: The sun angle is taken from the orientation of the lamp rather than the position, try changing the lamp to a sun type or area (any lamp that shows the direction it is pointing) and rotate it.
Good point James, Saikafu, good you first check if you are using a sun light and not a lamp which hasn't direction.
Thank you very much for this great script and for the tutorials.
I have done my first animation test with Blender and Octane. It has been easy, and the warnings in the exporter helped me a lot (I had spaces in my paths).
This said, I encountered a weird trouble in the render and I don't know if it is due to the exporter or to Octane : There is something flashing in the video. It is probably the sun lamp.
@enricocerica : OK, thank you for your response. I will wait for RC3.
Thanks to the script, I am currently rendering an animation test of 35 frames with an animated character.
Beside the fact that I have a problem of focus with the camera (I still have to check some things before reporting about it precisely), I am really disappointed (But I had the fear that it would happen) by the loading time of each frame.
For a simple scene of 290MB (only the character (detailed model) and a ground plane, with raw materials only and no texture loaded), it requires 124 seconds per frame of loading on my GTX 260 in a X-Pander box, versus 4 seconds of rendering at 32s/px.
This mean that at 992 samples per pixel, the loading time is equal to the rendering time ! If you consider that I plan to purchase some bigger graphic cards to manage scenes up to 1.5 GB at least, even with more computing cores, the total treatment of each frame will be really huge, almost only due to the loading of the obj and materials !
For animations, the gain of time during the interactive setup process of materials seems to be sadly compensated by the very slow loading process of each frame.
I hope that there is or will be a solution to that problem, because this could pull me back to CPU rendering...
ROUBAL wrote:@enricocerica : OK, thank you for your response. I will wait for RC3.
For animations, the gain of time during the interactive setup process of materials seems to be sadly compensated by the very slow loading process of each frame.
I hope that there is or will be a solution to that problem, because this could pull me back to CPU rendering...
Loading and offloading obj files are an expensive operations. The same thing with writing files to the disk. I guess optimization in this area and other parallelization are expected once the rendering engine is set in place so I wouldn't worry too much about it. Plus, Octane will support file format that supports animation, then hopefully we won't have to load and offload objs frame by frame anymore in the near future.