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Re: OctaneRender for Rhino 2.16 [TEST]
Posted: Mon Dec 29, 2014 5:09 am
by jitendra
Hello Paul,
Does an "Object Layer Map" functionality is implemented in Rhino? If yes, how to use the functionality? I would like to utilize "Object Layer" node so I can toggle "Camera Visibility" and "Shadow visibility" functions, as available in Octane Standalone.
Also, I also tried to export the scene from Rhino and opened it in Octane Standalone, but the "Object Layer Map" functionality seems to be not working as displayed in the attached image.
Thank you and Happy Holidays.
Re: OctaneRender for Rhino 2.16 [TEST]
Posted: Mon Dec 29, 2014 9:45 pm
by face_off
Does an "Object Layer Map" functionality is implemented in Rhino? If yes, how to use the functionality? I would like to utilize "Object Layer" node so I can toggle "Camera Visibility" and "Shadow visibility" functions, as available in Octane Standalone.
Hi. If you be great to implement Object Layer in Rhino, however, I think the Octane Object Layer Map node really needs to be linked to the Rhino Layer, and there is not an obvious way to link the Object Layer Octane pin values to the Rhino Layer (visibility is fine, since it would come from the Rhino Layer visibility, but Camera Visibility and Shadow Visibility are a problem). Alternatively the Object Layer Map could be attached to each individual Rhino mesh, and controlled from the Geometry tab of the plugin, although I am concerned this might be confusing to users. I would appreciate any suggestions users have on this...
Also, I also tried to export the scene from Rhino and opened it in Octane Standalone, but the "Object Layer Map" functionality seems to be not working as displayed in the attached image.
Use the lay-out I have posted below.
Thanks
Paul
Re: OctaneRender for Rhino 2.16 [TEST]
Posted: Wed Dec 31, 2014 2:11 am
by Bendbox
Hi Paul,
I've been testing the latest build, 2.16.0.24, with Rhino SR10(5.10.41201.11145, 12/1/2014). I've also just begun diving into Bongo as well.I've run into an issue that I thought was a Bongo and Octane Limitation, but have discovered that it is also happening with Saved Render Targets.
I've just had Bongo for a day, and was testing out Sun Animations. The Sun Animations work perfectly when scrubbing the timeline with the Octane Render Window Open -- however, upon Rendering out the Animation, Bongo uses the Rhino viewport to create the renderings -- the sun position is not being transferred over to the Rhino Render Window, even though the animated sun worked perfectly upon selecting various key frames in the Octane Render window.
As an additional test, I was going to set up a small batch render to try and see if it was the Rhino Render Window not communicating with Octane, or if it was something to do with a Bongo and Octane limitation. Upon changing the suns direction and saving various views to Render Target's, I found that the saved Render Targets do not save the sun's location. I'm assuming these two occurrences are linked somehow. Can you replicate this? Is this a bug?
Edit* I just got this warning message upon doing an object motion test. Again, this works fine when the Octane window is open (with live update for the object selected). However, just as above, when telling Bongo to render out the animation, Rhino pulls up the Rhino window and I get this warning below. If I select "ok" it will render out the frame correctly, but then upon rendering the following frame, the same error message pops up again.
Thanks,
Ryan
Re: OctaneRender for Rhino 2.16 [TEST]
Posted: Wed Dec 31, 2014 5:36 am
by face_off
Hi Ryan
I have fixed the dialog error popup in the next release. However there appear to be other issues with I will investigate prior to posting a fix.
Paul
Re: OctaneRender for Rhino 2.16 [TEST]
Posted: Wed Dec 31, 2014 6:06 am
by face_off
I have refreshed the installers at the top of this thread with:
2.16.0.25
- Fixed error when rendering to the Rhino render window using the OctaneRender renderer
- Fixed issue where the sun position was not being set correctly when rendering to the Rhino render window if there were no other light sources in the Rhino scene
- KNOWN ISSUE: Prior to rendering a Sun Study or Flythru Animation, you must select the Perspective Viewport in Rhino that the animation uses
Paul
Re: OctaneRender for Rhino 2.16 [TEST]
Posted: Wed Dec 31, 2014 2:53 pm
by Bendbox
Wow, that was quick!!! Works perfectly now, thank you Paul, you are the man!
Re: OctaneRender for Rhino 2.16 [TEST]
Posted: Wed Dec 31, 2014 10:18 pm
by face_off
Thanks Ryan. I would really like to add the option to export the entire animation to ORBX, so if you can a test scene which has both object and camera movement, pls send it to me and I'll see what can be done.
Paul
Re: OctaneRender for Rhino 2.16 [TEST]
Posted: Thu Jan 01, 2015 12:41 am
by eric_clough
I know this is a holiday ... but I am running into a deadline.
Octane is wonderful ... and the available materials are great. But I have a problem with brick
I used the LiveDB to select a material ... fine so far but the color is not right for my needs. I can't seem to change it ... the Icon changes and the scale will change but no matter the settings I use the color remains the same.
Is this normal or am I doing something wrong? I have all the power and specular settings where I think they should be but it does not translate to the render.
help please
eric
And happy new year
Re: OctaneRender for Rhino 2.16 [TEST]
Posted: Thu Jan 01, 2015 12:52 am
by Bendbox
face_off wrote:Thanks Ryan. I would really like to add the option to export the entire animation to ORBX, so if you can a test scene which has both object and camera movement, pls send it to me and I'll see what can be done.
Paul
Will do. I'll be working on an animation over the next few days with both object and camera animation in it. When it's done, I'll send it your way.
Re: OctaneRender for Rhino 2.16 [TEST]
Posted: Thu Jan 01, 2015 12:55 am
by Bendbox
eric_clough wrote:I know this is a holiday ... but I am running into a deadline.
Octane is wonderful ... and the available materials are great. But I have a problem with brick
I used the LiveDB to select a material ... fine so far but the color is not right for my needs. I can't seem to change it ... the Icon changes and the scale will change but no matter the settings I use the color remains the same.
Is this normal or am I doing something wrong? I have all the power and specular settings where I think they should be but it does not translate to the render.
help please
eric
Hi Eric,
Perhaps I'm not understanding your problem, but if you need the color of the brick changed, just change the diffuse texture map in a photo editing program to get a different color brick. Or better yet, what I do for brick is to mask out the mortar, create mix material, then you have separate color outputs for both the brick and mortar so you can change them independently within one material. Hope this answers your question.
And happy new year