OctaneRender for Rhino 1.32 [OBSOLETE] (RhinoSR7 31213)

Rhino 3D (Export script developed by SamPage; Integrated Plugin developed by Paul Kinnane)

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face_off
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Hi Andreas
I would love to have the option that the IES emitting direction could be connected to the normal vector of the geometry. This way I could bind my surface to the lamp geometry and if I alter the lamp orientation the light emitting directory would be changed accordingly... (please see pic no 2)
That is a nice idea, however IMO you are best having the emitter geometry facing directly down, and not having it at an angle. If you have it at an angle you will get the emitter plane casting shadows on the emission, even if opacity is set to 0 (see the image below where there is a shadow from the emitter geometry on the right of the base plane). So in summary, have your emitter facing straight down, and set the rotation angle by the Spherical Projection Transform Rotation.
P.S. one thing I observed is that when either blocking an ies emitter plane or activating the "live update" option in the octane geometry tab, these objects seems be much brighter in contrast to their simply copies siblings, which cause an inhomogeneous appearance in a scene
My understanding of this (and someone like Roeland or Abstrax would need to confirm) is that the intensity of the emitter is inversely proportional to the number of polygons in the Octane Mesh object. So non-live, non-block instance emitters are in the main geometry mesh object, which will have many polygons so the intensity will be reduced. Live or Block emitters have their own pin on the Octane Geometry Group node, so there is only the emitter geometry in that node, so the emission is higher. I suggest you search these forums - where I'm sure this has been discussed at some point, and the reasoning for it given.

Paul
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rhino ies rotation.png
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v-cube
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Hello Paul,

thank you for your feedback, attached please find a picture of tree emitter planes:
testraum-06.jpg
1. Plane facing horizontal downward, IES orientation of the material 0,0,0
(Projection spherical/3D transformation / rotation)

2. Plane facing horizontal downward, IES orientation of the material 0,0,90
(Projection spherical/3D transformation / rotation)

3. Plane facing vertical 90 degrees, IES orientation of the material 0,0,90
(Projection spherical/3D transformation / rotation)

As you can see, the surface is affecting the IES distribution when it is not physically orientated the same way as the material orientation.

So imagine a room with 10 spots which are supposed to illuminate 10 pictures distributed all over the room...
Right now you would have to do the following:

1. orient the lamp geometry (usually a block) towards the pictures, write down all the angles of each lamp.

2. create 10 different materials, one for each lamp...

3. place an emitter plane in front of each lamp, orient each emitter surface according to the block orientation.

4. assign one material to each of the surfaces, key in the specific angles for each lamp...

Maybe I am missing something, but the process above seems very cumbersome to me, not to mention the fact that you have to alter 10 materials instead of 1 e.g. when you change the intensity of the lamps.

So my wish would be that the IES orientation could somehow be connected to the lamp orientation.

This way you would :

a) ...only need one material instead of 10
b) ...be magnitudes! faster when changing the lamp orientation (you would simply rotate the lamp and that is it)

I am no programmer, so I am not aware if such a thing is possible at all (I really hope it tough...)
or how difficult it possible is to implement.

best regards

Andreas
Last edited by v-cube on Thu Feb 27, 2014 12:35 pm, edited 1 time in total.
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v-cube
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Ok... I think I found a solution myself...
testraum-07.JPG
1. I created a lamp geometry with the spot facing down, created a line through its center for better aiming.

2. created a plane in front of the spot

3. assigned a IES emitter to the surface, default orientation 0,0,0

4. now I block the whole arrangement.

now I can rotate the block in any direction - the IES profile is picking up the new orientation and follows the geometry like expected!

PERFECT! :D

Andreas
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face_off
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Interesting solution - thanks for posting Andreas.

Paul
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Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
eric_clough
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Hi Paul ...

Now that I have created a template sheet with most of my favorite materials and discovered that Octane will render The Plant Factory trees and other plants I am quite certain that Octane for Rhino will be my primary render software.

It is an incredible product and I have only scratched the surface about using it well.

And it works well with moderately priced cuda video cards ... I really appreciate that as I work with a modest budget for hardware and software.

thanks,
eric
Win 8.1,16GB,i7,GeForce GTX760(4GB),(GeForce 334.89 driver, GeForce GT640(4GB) Dual 27" monitors
prehabitat
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Hi Eric, (p.s. sorry for thread hijack Paul)

Can you share the details of which The Plant Factory/Vue package you're using. I'm also interested in a procedural plant workflow which works with an octane plugin.

Regards,


Andrew
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Octane 3.x: GH Lands VARQ Rhino5 -Rhino.io- C4D R16 / Revit17
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face_off
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Thanks Eric - good to hear you success with the plugin.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
eric_clough
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Hi Andrew.

First I downloaded the free Plant Factory Producer and using the couple of samples I was interested in created some basic .obj files of somewhat modified trees. These import into Rhino without problems and are recognized by Octane for Rhino. Using scale, it is possible to create all kinds of basic tree shapes that work pretty well as general landscape stuff ... I reduced one to a shrub size and buried the stem into my ground base to create a basic shrub shape.

Then I purchased the Plant Factory Converter for $99 and purchased a couple of basic trees which I could then edit and save as mesh (.obj) files. I hope to gradually build a library for basic landscape plants as a framework for small architectural projects. I am trying to do this on a slim budget and so far am happy with the results.

cheers,
eric
Win 8.1,16GB,i7,GeForce GTX760(4GB),(GeForce 334.89 driver, GeForce GT640(4GB) Dual 27" monitors
eric_clough
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Is the forum down? The last post I did earlier today had not shown up.
cheers,
eric
Win 8.1,16GB,i7,GeForce GTX760(4GB),(GeForce 334.89 driver, GeForce GT640(4GB) Dual 27" monitors
eric_clough
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It appears to be functioning so I will give it another try.

Earlier today I posted a quick rendering with some e-on (Plant Factory) trees added.
It was the same tree modified by Rhino 'scale' and revolve. The materials are Octane 'live db' materials.
I allowed the Octane for Rhino window 2 minutes of actual render time.

While this is far from a finished model and not a finished render I am impressed. And the .jpg file was only medium resolution to keep the file size small.

Good work!
eric
Attachments
tiny house render.jpg
Win 8.1,16GB,i7,GeForce GTX760(4GB),(GeForce 334.89 driver, GeForce GT640(4GB) Dual 27" monitors
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