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Quick Animation
Posted: Thu May 24, 2012 11:04 pm
by Pullakk
I love Octane...no other renderer had ever allowed me to produce presentable videos overnight! This is an interior for a tavern I was working on for one of those impossible deadlines that are so typical of a busy architectural office. I quickly rearranged some models I had and was actually aiming to provide only still images. But when I realized that I was getting presentable results in seconds, I set up some animation paths, and went to sleep. 20 seconds per frame....that's impressive. Some crossfades, a tacky soundtrack....and one very happy client.
[youtube]http://www.youtube.com/watch?v=Kjlxa2BGuAU&hd=1[/youtube]
Up to a few months ago, videos were completely out of reach for a practice such as ours. There never ever is enough time to produce them in our office: we typically have just a day (or more likely a night) to produce visuals. But this..this is a total game-changer. I simply cant wait till Instancing is implemented.
Keep up the great work.
Re: Quick Animation
Posted: Tue May 29, 2012 11:25 pm
by ChrisVis
Hi Pullakk!
Great to see you got some nice animations with octane in "seconds per frame".
Which animation program did you use? 3D Max with the plugin, or any other great and fast export solution?
Is this pathtracing or "only" direct lighting?
Thank you...
Re: Quick Animation
Posted: Tue May 29, 2012 11:40 pm
by Pullakk
Yeah, this is 3d max with plugin and direct lighting only and 150 max samples per frame. rendered for 20seconds per frame at 1280x720, with no update of geometry.
Does the job.
Re: Quick Animation
Posted: Thu May 31, 2012 6:45 pm
by MTECH
Looks great! One suggestion that may work for future camera-only animations like this is to add motion blur for a more realistic fly-through. I'm not sure how other plug-ins work, but the Maya exporter to Octane does this with a check-box. To address the fact that by default there is too much blur, you can just double the frames in your animation, render every other frame (0,2,4, etc.) and then re-name the frame sequence so it works in your video editor. That will half the amount of motion blur. The result is slightly less motion blur that would be desired @ 24fps, but it's better than having too much! I really hope Octane derives a way to calculate motion vectors from host 3d programs in the future so full controllable object motion blur works as well.
If you'd prefer to add in post, there's always Reel Smart Motion Blur or other motion-blur plug-ins.
Re: Quick Animation
Posted: Thu May 31, 2012 10:33 pm
by Karba
MTECH wrote:Looks great! One suggestion that may work for future camera-only animations like this is to add motion blur for a more realistic fly-through. I'm not sure how other plug-ins work, but the Maya exporter to Octane does this with a check-box. To address the fact that by default there is too much blur, you can just double the frames in your animation, render every other frame (0,2,4, etc.) and then re-name the frame sequence so it works in your video editor. That will half the amount of motion blur. The result is slightly less motion blur that would be desired @ 24fps, but it's better than having too much! I really hope Octane derives a way to calculate motion vectors from host 3d programs in the future so full controllable object motion blur works as well.
If you'd prefer to add in post, there's always Reel Smart Motion Blur or other motion-blur plug-ins.
I still didn't make MB for camera in 3dsmax plugin. Sorry.

Re: Quick Animation
Posted: Fri Jun 01, 2012 3:59 am
by petermax
Looks really good, well done!
On the topic of motion blur. Pleeease implement object motion blur, you can NOT do proper animation without it.
Re: Quick Animation
Posted: Fri Jun 01, 2012 2:16 pm
by MTECH
+1! There is so much potential there, as even a good amount of camera motion blur doesn't seem to affect the rendering speed of Octane much, if at all.
One thing you can always do in the meantime is add MBlur post process as I mentioned with a plug-in for After Effects called Reel Smart Motion Blur, or any other motion blur plug. (though this is rather tricky when a render already has shallow'ish Depth of Field) by taking a motion vector pass from the host 3d app. You have to make sure the time offset to calculate the motion vectors matches up properly with your Octane renders, however.