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Rae and some blender export advice
Posted: Sun Jan 17, 2010 7:46 am
by havensole
Hi all. Been playing with Octane all day. Most of my scenes worked fine with the default setting for the blender export to obj format, but a few kept crashing octane on import. So I have spent the last few hour tweeking setting to try and get something to work. Here is the result captured by a print screen. Settings are as followed using the blender standard export:
context:
selection only
output options:
rotate x90
export:
edges triangulate
materials
blender objects as obj:
objects
mesh stats are:
162664 triangles
geforce 8800GT using 49.5 or 512 megs of memory
2048 samples at 3.13 megasamples per sec.
total render time: 6.5 minutes
Biggest issue was the hair. Originally the hair is done with particles in blender, but I have converted them to verts and extruded them to give them faces, which is the reason for their chunkiness. I am going to try and go back and play with it now that I have figured out the basic setting to make the import work.
Re: Rae and some blender export advice
Posted: Sun Jan 17, 2010 11:52 am
by havensole
Here is another version of the Rae file. I realized that I was using an older version and spent awhile trying to get this one working with Octane. Biggest thing I leaned from all of this is to make sure all armature systems are applied and that you are only importing meshes, not empties or stuff like that. Seems to crash it, at least for me. Granted a lot of this could be because I am using animated scenes that require a lot of tweaking to get a proper obj file. Anyway, traingles went up to 767854 and render time wen tup to about 11 minutes. I am still getting use to the material system.
Re: Rae and some blender export advice
Posted: Sun Jan 17, 2010 11:56 am
by radiance
great, this is the first time i've seen actual hair rendered with octane
Radiance
Re: Rae and some blender export advice
Posted: Sun Jan 17, 2010 12:18 pm
by havensole
The hair is the biggest contributor to the poly count. Had the convert the hair particle to a mesh then extrude it a bit to get some faces to it. Blender didn't like this too much and crashed a few times when trying to flip normals and such. Octane didn't flinch though. Used one of the packaged hdr images for the lighting as well in both. I will have to come ad o toy with the materials and othe models. Will bump/normal maps and emit materials be present in the full release next month?
Re: Rae and some blender export advice
Posted: Sun Jan 17, 2010 12:33 pm
by radiance
havensole wrote:The hair is the biggest contributor to the poly count. Had the convert the hair particle to a mesh then extrude it a bit to get some faces to it. Blender didn't like this too much and crashed a few times when trying to flip normals and such. Octane didn't flinch though. Used one of the packaged hdr images for the lighting as well in both. I will have to come ad o toy with the materials and othe models. Will bump/normal maps and emit materials be present in the full release next month?
yes, bump and normal mapping, as well as arealights/emitters will be in the commercial beta versions.
we're also implementing a hair/fur primitive (through RIB import) as we've had demand from an animation studio to implement this for a large project.
Radiance
Re: Rae and some blender export advice
Posted: Sun Jan 17, 2010 7:55 pm
by havensole
Great. I've been working on a full length animation with blender for awhile and the render times have been killing me. I am eager to get RIB support working so I can try porting it over.