More questions from me...

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sublime
Licensed Customer
Posts: 93
Joined: Thu Mar 18, 2010 9:31 am

Hi all,..

All of my works are architectural, more external than internal.

I saw the architectural gallery and noticed that all of them doesn’t have any emitter as the main source of light or at least as mood lights. Is this something that currently not supported by octane? Also, I was wondering if you guys do have a plan to create plug in to export geometries along with them mapping and textures (just like Maxwell), it could make life easier. I also have problems in the following (perhaps it is me being daft)

-my model scale. I always use 1:1. After loading the model (let alone the whole scene), I ended up zooming it way out

-I cant seem to position my view without the use of camera (I know it is disabled on the free version) comfortably

-Geometries are imported as one massing. Im not familiar with obj format, but no matter what I do, I cant seem to have it separated. Is this how the workflows suppose to be (apply textures onto surfaces rather than geometries)

-What is it that Octane has more to offer than any other GPU based engine (i was trying to mention one but i cant remember the name, the one that on market for nearly 1000 euros for single license, starting with A something, anyway...)

Appart from above, you guys got a cracking piece of software...

Thanks.
my humble spec: Quad Cores Q6600 @ 2.4 Ghz, 2GB, GeForce GTX 460 (x2), winXP 32 bit, 3DS MAx 2009
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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

Hi,

You need to make sure you export your scene in meters.
Octane expects the units in the OBJ file to be in meters, eg 1 unit = 1 meter.

If this is not the case, you can change the import scale in the obj import preferences panel,
or, better, export it in the right scale from your 3d host app. (recommended)

camera navigation on a correctly scaled object is much easier.

Octane currently supports only one object at a time, the upcoming beta3 will support more than one object and instances/transforms,
although this is'nt a limitation currently, you just export you're whole scene to one large object and load it into octane.
octane will read the assigned materials and uv maps and you do the material tuning in real-time in the octane UI, that's the strength of it, you get instant visual feedback.

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
sublime
Licensed Customer
Posts: 93
Joined: Thu Mar 18, 2010 9:31 am

Radiance, thanks
You need to make sure you export your scene in meters.
Octane expects the units in the OBJ file to be in meters, eg 1 unit = 1 meter.

If this is not the case, you can change the import scale in the obj import preferences panel,
or, better, export it in the right scale from your 3d host app. (recommended
)

This is what i did. I modeled everything in meters. Obviously this didnt work, unless this is a bug, what would you suggest the scale percentage i should use?
octane will read the assigned materials and uv maps and you do the material tuning in real-time in the octane UI, that's the strength of it, you get instant visual feedback.
To some extent i agree, but on the very complex scene does that not causing problems knowing that we couldnt hide layers of object that obstructing the one we are working on..?

Does octane has the ability to merge geometries from other scene? it could be a good solution to above as we could actualy concentrate on one object and load it into the main stage (scene)?

What about the emitter question?
Thanks Radiance,.i am being a pain here....

:D :mrgreen:
my humble spec: Quad Cores Q6600 @ 2.4 Ghz, 2GB, GeForce GTX 460 (x2), winXP 32 bit, 3DS MAx 2009
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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

sublime wrote:Radiance, thanks
You need to make sure you export your scene in meters.
Octane expects the units in the OBJ file to be in meters, eg 1 unit = 1 meter.

If this is not the case, you can change the import scale in the obj import preferences panel,
or, better, export it in the right scale from your 3d host app. (recommended
)

This is what i did. I modeled everything in meters. Obviously this didnt work, unless this is a bug, what would you suggest the scale percentage i should use?
octane will read the assigned materials and uv maps and you do the material tuning in real-time in the octane UI, that's the strength of it, you get instant visual feedback.
To some extent i agree, but on the very complex scene does that not causing problems knowing that we couldnt hide layers of object that obstructing the one we are working on..?

Does octane has the ability to merge geometries from other scene? it could be a good solution to above as we could actualy concentrate on one object and load it into the main stage (scene)?

What about the emitter question?
Thanks Radiance,.i am being a pain here....

:D :mrgreen:
raytracers don't slow down with scene complexity as they only need to compute what's visible so you don't need layers.
you can select materials hidden behind others with the new multi-picker in 2.1 (which is'nt yet available as a demo)

arealights/mesh emitters are due in beta3, and maybe already in the soon coming beta 2.2

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
User avatar
kubo
Posts: 1377
Joined: Wed Apr 21, 2010 4:11 am
Location: Madrizzzz

radiance wrote:Octane currently supports only one object at a time, the upcoming beta3 will support more than one object and instances/transforms,
radiance wrote:arealights/mesh emitters are due in beta3, and maybe already in the soon coming beta 2.2
Radiance, you just made my day, wow, I've been busy doing a "pro bono" job with octane, that I think I'll post in the wip sectión this weekend, one of my great problems was the instances and a nuch needed light inside one of the projects, you guys rock, big time! :D
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
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