Page 10 of 18

Re: OctaneRender™ 2.1 for LightWave™ - Daily builds

Posted: Thu Nov 27, 2014 11:00 pm
by electric_eric
Just trying out the FibreFX now and "updating scene in GPU's" seems to take a very long time. Is this normal?

I have 4 GTX690's a 780ti and 670.

Cheers.

Re: OctaneRender™ 2.1 for LightWave™ - Daily builds

Posted: Thu Nov 27, 2014 11:03 pm
by BorisGoreta
try lowering fiber segments (edges and fiber smooth parameters ) to get away with less hair segments

Re: OctaneRender™ 2.1 for LightWave™ - Daily builds

Posted: Thu Nov 27, 2014 11:05 pm
by electric_eric
Thanks, also does octane respect weight maps for designing the fur?

I loaded a scene with ffx set up for native lw render, using weightmaps etc and the fibre length and distribution is all screwy in Octane.

Re: OctaneRender™ 2.1 for LightWave™ - Daily builds

Posted: Thu Nov 27, 2014 11:10 pm
by BorisGoreta
I didn't try that but I tried hair thickness along the length of the fibers and this works, it follows the gradient.If you have more then two keys like for the root and the tip then you have to segment the fiber.

Re: OctaneRender™ 2.1 for LightWave™ - Daily builds

Posted: Thu Nov 27, 2014 11:19 pm
by gordonrobb
Been having a go. Here are some things. First one is from the content. Second is just an attempt to colour the fibres based on UV

So can we not do different colours along the length of the fibre?

Re: OctaneRender™ 2.1 for LightWave™ - Daily builds

Posted: Thu Nov 27, 2014 11:21 pm
by electric_eric
It actually looks like its not Octane thats screwy with the ffx its actually LW.

I created the original character in lw10 and loading it into LW2015 has messed up all the styling :(

Re: OctaneRender™ 2.1 for LightWave™ - Daily builds

Posted: Thu Nov 27, 2014 11:28 pm
by BorisGoreta
coloring fibres along the length of the fibre is not supported yet but there is a way around it

use dirt node as a mixer input to mix two colors, close to the tip dirt node will give white and close to the root dirt node will give black. Use this value to mix two colors, one for the root and on for the tip.

Re: OctaneRender™ 2.1 for LightWave™ - Daily builds

Posted: Thu Nov 27, 2014 11:48 pm
by electric_eric
Any idea how you control tip narrowing/transparency in ffx/octane?

Re: OctaneRender™ 2.1 for LightWave™ - Daily builds

Posted: Fri Nov 28, 2014 12:23 am
by BorisGoreta
well I just told you, use a gradient to control the thickness of a fibre just as you would in vanilla lw rendere and it works

it is the fibre width under geometry tab in fiberfz

Re: OctaneRender™ 2.1 for LightWave™ - Daily builds

Posted: Fri Nov 28, 2014 2:02 am
by gordonrobb
Thanks for the shading tip Boris.