linvanchene wrote:Nevertheless now I am somewhat worried if what I originally planed to do will work at all given the limitations of DS you just explained:
Will it be possible to work on an animated scene in DS OctaneRender plugin and then send that scene to the OctaneRender Cloud Edition?
In a best case scenario I would like to work on an OctaneRender for DS scene and have multipe animated scenes rendering in the OctaneRender Cloud Edition.
a little more explanation on that...
i.e. camera animation through octane - including camera motion blur - will work like this:
the plugin reads the camera keyframes (from ds) and creates this keyframes in the octane camera timeline. this is needed in particular to render camera motion blur; on the other hand, an alembic export from octane (through the plugin) will now also contain the camera path and should work wherever you can read back that alembic file - like octane standalone and the cloud render service.
that was the "easy" part
a little more complex but still not a big problem is a similar procedure for non-deforming meshes; geometry (vertex) keyframes are taken from ds and transferred to octane - subsequent alembic exports will now also contain motion information for moving geometries.
in theory this would work about the same for deforming meshes, but until the interface is finalized i can't say how it will work and what possible problems may arise; this is of course the most crucial part as ds animations just mostly consist of such.
so, basically the plugin needs to transfer any keyframe data (time, easing, etc.) to octane to allow motion blur rendering for camera & geometry motion, and this will in addition allow to export complete animations to alembic format, no matter if ds supports it or not.
an additional amount of work is then needed to synchronize keyframe data not only during animation rendering but all the time, i.e. to get live feedback for motion blur.
one big no-go is already there with mesh smoothing; as soon this is used, ds alters any affected geometry again _after_ the geometry was transformed by a keyframe (or the intermediate result inbetween keyframes), and does this for _any_ single frame, not only for keyframes. in practice this means that any vertex in a smoothed mesh receives a somewhat altered new position in space and that the keyframes for vertices are no longer usable; or in other words: the animation information for vertices will get bigger than the raw geometry is - for every single frame. the only way to overcome this is to have the render engine (means octane) doing direct mesh smoothing itself. i currently can't say if this is about to happen, but even if, it is not clear if the results will be exactly the same.
ps: and even if ds exports mesh anim data to alembic, it will suffer from the same limitations that apply with mesh smoothing, so i doubt that we will see that in ds in the near future...