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Re: OctaneRender for Rhino 2.16 [TEST]

Posted: Mon Jan 05, 2015 12:21 am
by eric_clough
Hi Paul ...

Now in build 26 Almost all of the editing choices in the 'materials' window have vanished. Scale, for instance, along with most anything else. I was having trouble changing color but now it seems I can't change much of anything.

any clues?

(edit) Sorry, I just discovered that it is only the materials that were there before the new build ... new materials from the online db come in with their editing tools.

eric

Re: OctaneRender for Rhino 2.16 [TEST]

Posted: Mon Jan 05, 2015 1:05 am
by face_off
Hi Eric - could you pls post a screenshot showing the problem?

Re: OctaneRender for Rhino 2.16 [TEST]

Posted: Tue Jan 06, 2015 7:25 am
by eric_clough
Hi Paul ..

Unfortunately I can't get a screen shot. I use SnagIt and it simply won't work on my second monitor where all my tool bars are located. And if I move the toolbar onto the primary monitor it won't grab it either. I tried another similar program and it was worse.

But, the problem is that my materials are still there but they have been converted to basic materials .. I can only change color, glossiness and transparency.

The basic problem may be one of two things. I tried using VisualARQ (a Rhino plugin) which did not work well at all. And then I rebuilt the model using MoI and then brought it into Rhino for rendering. Either one of those programs may have stripped the complexity of the materials I downloaded from the Octane materials odb.

In this model when I download the materials again they work just fine and edit as they are meant to do. I am on a tight deadline on this project so I cannot presently take the time to investigate exactly what has misfired ... I will do that when I have completed this particular job.

Now that I am back on track again and am refreshing materials from the db as I need them all is well and I am having my usual good experience with Octane Render for Rhino. The speed is awesome.

I would like to use the stand alone Octane with MoI sometimes without going through Rhino but am stymied ... when I convert to .obj for Octane rendering I lose all the MoI styles and have to attach Octane materials to each object ... which is too time consuming. MoI styles are compatible with Rhino layers so that way I can assign materials by layer and save much work.

Is there a work around to get MoI styles into Octane rather than hundreds of individual objects? Maybe I am just missing something.

I will get back to you about the material conversions when I have some time to look into it.

cheers
eric

Re: OctaneRender for Rhino 2.16 [TEST]

Posted: Tue Jan 06, 2015 10:51 am
by face_off
Hi Eric. Does the Print Screen button not capture your screen?

I cannot see how MoI or VisualARQ could change an Octane material. That should not be possible.

Regarding getting MoI into Octane Standalone - you may need to import into Rhino first, then export via the Octane plugin.

Hopefully I can be more help you you can provide some screen so we can see what is happening.

Paul

Re: OctaneRender for Rhino 2.16 [TEST]

Posted: Tue Jan 06, 2015 5:38 pm
by Bendbox
Hi Paul,

I'm running into one Octane issue with this build that wasn't happening before. Also, there are a few animation related items that should be possible I believe, but aren't working.

1) When I have a scene with Proxies, the Rhino render window gives the error message below. The proxies render just fine in the Octane Render Window, but NOT in the Rhino render window. This really only matters when doing a Batch Render or a Bongo Animation.

Image

I'm not sure if the items below have to do with an Octane and Bongo limitation, or if something is going on with the latest SR of Rhino and Bongo.

2) When I animate the Opacity of an Octane material using Bongo, it shows up just fine in the rendered viewport as I scrub the timeline, however, the opacity doesn't render in the Octane OR Rhino render window when actually rendering out the frames.

3) I'm not able to animate an Octane material change, it will not work.

4) I can animate an light intensity change with a Rhino material, but NOT an Octane material.

Again, I'm not sure it items 2-4 are Octane to Bongo limitations or not. It seams like they should work since the Octane materials are under the Rhino RDK. The object and camera animation tests are working great so far using the Octane plugin. I should have an animation complete in the next day or so with both object and camera animation to send over to you.

Thanks,
Ryan

Re: OctaneRender for Rhino 2.16 [TEST]

Posted: Tue Jan 06, 2015 9:01 pm
by face_off
Hi Ryan
1) When I have a scene with Proxies, the Rhino render window gives the error message below. The proxies render just fine in the Octane Render Window, but NOT in the Rhino render window. This really only matters when doing a Batch Render or a Bongo Animation.
You may not have seen this error before, because it is an additional error check that was added to the Octane API. This error is raised when the proxy transform is 0 (in general, cause by the Scale of the proxy being 0). Could you pls send me the Bongo file that generated this?
2) When I animate the Opacity of an Octane material using Bongo, it shows up just fine in the rendered viewport as I scrub the timeline, however, the opacity doesn't render in the Octane OR Rhino render window when actually rendering out the frames.
If you close the Octane Viewport prior to starting the animation render, OR untick "Use Viewport Rendertarget Geometry When Rendering" in the configuration. Do they help? I will also modify the plugin to recreate all materials each frame, which should resolve this too.
3) I'm not able to animate an Octane material change, it will not work.
Does 2) resolve this? There is no animation support built into Octane materials - so this may be something you need to use a Rhino material for. I will refer this one to McNeel.
4) I can animate an light intensity change with a Rhino material, but NOT an Octane material.
As per 3).

Paul

Re: OctaneRender for Rhino 2.16 [TEST]

Posted: Tue Jan 06, 2015 9:56 pm
by Bendbox
Hi Paul,
You may not have seen this error before, because it is an additional error check that was added to the Octane API. This error is raised when the proxy transform is 0 (in general, cause by the Scale of the proxy being 0). Could you pls send me the Bongo file that generated this?
I'm about to PM you a download link. Also, I just did some more tests on this. If I open the Octane Render window, THEN open the Rhino Render Window while keeping the Octane Render Window open, the Proxies render out just fine in the Rhino Render Window. BUT, the Octane render window must stay open. This is no big deal, except when I tried the same thing with an oject animation, for some reason the object animation only works when the Octane Render Window is closed before the Rhino render window opens. If the Octane Render window stays open, then object animation doesn't seem to render in the Rhino render window.
If you close the Octane Viewport prior to starting the animation render, OR untick "Use Viewport Rendertarget Geometry When Rendering" in the configuration. Do they help? I will also modify the plugin to recreate all materials each frame, which should resolve this too.
Tried both, neither helps.
Does 2) resolve this? There is no animation support built into Octane materials - so this may be something you need to use a Rhino material for. I will refer this one to McNeel.
Ok, I'm wondering if something is going on with the latest Rhino SR now -- I just tried your suggestion above for materials change animation and then tried to animate a Rhino material instead of an Octane material just to test. It didn't work either. Hmmm, that's fishy.
As per 3).
The Lighting change animation will work with a Rhino material but not an Octane one. It would be great whatever could be animated with the Rhino materials could also be animated with the Octane materials. There are some materials that are too complex to get out of the basic Rhino material editor. However, I'm not sure what and how much work this involves on your part, and If I'm the only one wanting this then it's probably not worth your time.

Thanks for the help Paul, I'm about to PM you a download link for the Proxy file.

Re: OctaneRender for Rhino 2.16 [TEST]

Posted: Wed Jan 07, 2015 1:31 am
by eric_clough
octane window.jpg
Hi Paul ...

I just sent you a fairly lengthy post but the connection failed just as I was submitting it.

Here we go again ...

Here is a screen shot of the problem ... this material was originally downloaded from your online db. It came with a full edit menu like 'scale' and all the rest ... but now it seems to be recognized as a 'basic' material and can't be edited except with the few choices in the screen shot.

cheers,
eric

Re: OctaneRender for Rhino 2.16 [TEST]

Posted: Wed Jan 07, 2015 11:03 am
by face_off
Hi Eric

I could not find Walnut European in the LiveDb. Are you sure you downloaded it from there? What category is it under?

Paul

Re: OctaneRender for Rhino 2.16 [TEST]

Posted: Wed Jan 07, 2015 11:53 am
by face_off
1) When I have a scene with Proxies, the Rhino render window gives the error message below. The proxies render just fine in the Octane Render Window, but NOT in the Rhino render window. This really only matters when doing a Batch Render or a Bongo Animation.
Ryan - this is fixed in the next release (which I will upload in the next 24hrs).
The Lighting change animation will work with a Rhino material but not an Octane one. It would be great whatever could be animated with the Rhino materials could also be animated with the Octane materials. There are some materials that are too complex to get out of the basic Rhino material editor. However, I'm not sure what and how much work this involves on your part, and If I'm the only one wanting this then it's probably not worth your time.
I will need to talk to McNeel regarding animating Octane materials - however my current guess is that it will be a significant amount of work to implement - so if you can make do with Rhino materials for any material that needs to be animated - go with that. But I will ask the McNeel devs and get a definite answer.

Paul