OctaneRender® 1.025 instancing preview test build

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pixelrush
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OK thanks for the comprehensive explanation @matej ;)
Yes then, I see the need for more co-ord options.
4 masks could be useful...that's probably enough to be creative with anyway...
You really should be paid for that quality of thinking you know :lol:
I think we still need a discrete dynamic option too especially if we can directly edit the instances data.
Ideally we could have both but hey we got instances as promised so I suppose we can't be too greedy :mrgreen:

The way I see it its better to contribute some ideas and give feedback from the user perspective at the earliest opportunity in the hope of arriving at the most useful solution. Both the artist and the company benefit then.
With just a small team of people inventing and coding important usability aspects might be overlooked.
Lets hope these things can be implemented without another rewrite. Possibly we will have to wait for v2 at this time for any enhancements but least the ideas and issues are out there for consideration. Who knows the Otoy team might surprise us with some additional polish before instances are official. 8-)
If they tackle texture space they might like to mess around with those 128 dedicated assignments as well... :P
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Tugpsx
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nice
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bepeg4d
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i have played a bit with the instance version and i like it a lot, thanks again guys :D
the material map node is fantastic :D
could it be possible to have the rotation relative to translation in the placement node?
i find a bit difficult to place object with rotation different from 0/90/180/270 :roll:
ciao beppe
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matej
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RayTracey wrote: [*]Material mapping node: creates an instance of a mesh with some materials replaced.[/list]
How does this work? If I put a material map node as in the below screenshot (scatter example file), the whole scatter group gets the material replaced, ie. the same as if I would plug the material in the "teapot.obj" node. Is there a way to replace the material to some of the instances in the scatter group, or am I misunderstanding this?
matpl.jpg
Also, the scatter example file crashes (Octane stays open and functional, but it wont restart rendering) a lot on my system with output like this:

Code: Select all

CUDA device 0: KERNEL FAILED!!!
CUDA device 0: Not enough memory to allocate buffer of 193536 bytes for texture 5
CUDA device 0: Not enough memory to allocate buffer of 136 bytes for texture 19
There are no textures involved and as you can see in the above screenshot, there is plenty of GPU memory left.
Last edited by matej on Sun Jul 22, 2012 10:38 am, edited 1 time in total.
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matej
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pixelrush wrote:I think we still need a discrete dynamic option too especially if we can directly edit the instances data.
I agree. I was too hasty to dismiss the idea that face proposed about attaching data to each instance transform. It got me confused as why would you need to pass color data, but if that "empty" vector could be interpreted as 4 grayscale masks instead, that would be a lot more useful. Such data would be tied to the instance, no matter it's position, so it would work on moving particles (which can be tricky to do only with different texture mapping).

4 textures can be plenty of info, but Octane could allow an arbitrary number of additional textures (basically data attached to each instance) to be passed for each instance group. We would then need some way to extract those "internal" textures in Octane (a node that would expose them, for each scatter node).

For random effects we would use procedural noises, but their coordinates would need to be local to each scatter group. If you take the example of leaves on a tree: right now its possible to vary the looks across instances by using a procedural noise. But this works right only if the leaves are static, if they move, they move also through the global texture space of procedural noises.
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GeoPappas
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matej wrote:Is there a way to replace the material to some of the instances in the scatter group, or am I misunderstanding this?
I don't believe so. My understanding is that if you want to use the same mesh with two separate materials, then you will need to create two scatter nodes and give each node a different material.

That is exactly what is happening in the scatter example file that is provided. You will notice that in your screenshot, there are two nodes that use the teapot.obj mesh file. One of the teapot mesh nodes uses one material and the other teapot mesh node uses another material.
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pixelrush
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Transform is really the gateway to the animation of objects like cars, doors, lifts, and I suppose to some extent leaves blowing in the wind and other subtle effects that would help sell an archviz. Does it make sense to ask for the camera to be treated like a transformable object at this stage though? Breaking out of turntable mode would be welcome. A simple timeline for the camera along with some curve interpolation would be a great starting point and round off v1 functionality very nicely ;) .... All in all instances is a great addition to Octane and leaves a lot of scope for 'love to have' enhancements for v2.
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matej
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ok, I believe I got it what is the point of the material map node:
matmap2.jpg
What if the scatter node itself would have a "material override" input pin, so we would skip some spaghetti (do without the material map node)?
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boeing727223
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HUGE update, so easy to do......big big thanks to the folks at Otoy! :D
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Q-Games
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Video tutorial please.
Type +1 if you want it too.
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