live update for object deformation with the new 2.6 version?

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Christopher
Posts: 8
Joined: Tue Jan 17, 2012 12:47 am

Hi

Octane looks really nice and with the new plugin inside max it could be great for rendering character animation.
On that regard i will like to ask.

-I read that the next max plugin version will be build against the new 2.6 octane engine and that it will not need to reload geometry when an object transform (which is fantastic), but what i want to know is if it will not need to reload the geometry also for object deformation in the case of character animation, etc?

Thanks
Best Regards
convergen
Licensed Customer
Posts: 65
Joined: Mon Mar 28, 2011 1:57 am
Location: Adelaide, Australia

Not the official answer, but i am 99% sure that its only object deformation... character deformation will require a voxel rebuild
Convergen | Adelaide Australia
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Christopher
Posts: 8
Joined: Tue Jan 17, 2012 12:47 am

thanks.

I`m still hoping this will be available in the near future. If the engine does not have to reload the geometry for object deformation for character animation it will be HUGE for rendering that type of animation.
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face
Octane Plugin Developer
Posts: 3204
Joined: Sat Mar 06, 2010 2:10 pm
Location: Germany

There should be no chance.
For transformations, you must only submit the srt-matrix and Octane will make the rest.
For deformation, Octane can´t know which vertices are deformed, also the whole geometry must submitted.

Another question is, how huge is you deformed geometry?
I think the most time you work with subD´s and the mesh has max 200.000-500.000 tris. That makes nearly 4-9sec for send/voxelizing the data.

If Octane can subdivide the geometry intern, that would be a better solution...

face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
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Christopher
Posts: 8
Joined: Tue Jan 17, 2012 12:47 am

thanks for the info.

Yes, my character geometry normally goes high in polycount but i also subdivide in render time which would be very nice thing to have in octane.
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