Hello,
I don't know whether it's the right place to ask but I try.
I imported in Blender a geometry created in PRO/E. I used slp format.
I smoothed all the single parts in blender but rendering in Octane results in a faced render. See picture.
I tryed to smooth the material in OR but the reflection is someway bad.
By the way, If I use the internal Blender's render or Yafaray this seems to work but if I use Luxrender I obtain the same result.
Thanks for any hints.
Smoothing problem
Not in the picture I sent. But I already tried with bad results.
But I'm not sure is something involving Octane or the exporter.
I have to play a little with Blender's smooth / edgeslit and so on.
Daniele
But I'm not sure is something involving Octane or the exporter.
I have to play a little with Blender's smooth / edgeslit and so on.
Daniele
Win7 64bit | GTX480 | i3 540 3.07GHz | 4GB
Smooth works better on subsurfaced meshes, but i also noticed that sometimes it has very few effect in Octane.
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
Thanks for the info.
I wasn't able to smooth the surface using Blender's tools.
I tried edgesplit but it works with the Blender render only. Is there anything else I could try ?
I did some search and I found some posts on other forum regarding Octane's limits managing normals included into the obj format.
I don't want to upset anybody (expecially Radiance) but I'd like to know whether my problem could be caused by these limits and how to do in order to manage them.
Many thanks.
Daniele
I wasn't able to smooth the surface using Blender's tools.
I tried edgesplit but it works with the Blender render only. Is there anything else I could try ?
I did some search and I found some posts on other forum regarding Octane's limits managing normals included into the obj format.
I don't want to upset anybody (expecially Radiance) but I'd like to know whether my problem could be caused by these limits and how to do in order to manage them.
Many thanks.
Daniele
Win7 64bit | GTX480 | i3 540 3.07GHz | 4GB
Hi
Blender can read (with some specials scripts) but not save vertex normal (lost if Blender tools used)...
many cad applications use vertex normal (and unwelded edges,...)...
etc.
What are other file format you can save with pro/E?
Can you send file (or part) so we can test how/what pro/E write?
and add a cad format (as IGES, STEP, ...) to compare?
Blender can read (with some specials scripts) but not save vertex normal (lost if Blender tools used)...
many cad applications use vertex normal (and unwelded edges,...)...
etc.
What are other file format you can save with pro/E?
Can you send file (or part) so we can test how/what pro/E write?
and add a cad format (as IGES, STEP, ...) to compare?
I'm not sure it will help, but try enabling "HQ" in the advanced tab of Blender export scriptdanvica wrote:I did some search and I found some posts on other forum regarding Octane's limits managing normals included into the obj format.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
HQ option is active (by default in my exporter).
I haven't fully check if there's a way to import an IGES into Blender.
We are used to PRO/E render format (.slp) because Blender can separate any different parts of a PRO/E assembly.
I see now that I can't upload my files. I'll find a way to send you them.
I'm still not sure that my problem is in Octane. Maybe I'm missing something in Blender.
I haven't fully check if there's a way to import an IGES into Blender.
We are used to PRO/E render format (.slp) because Blender can separate any different parts of a PRO/E assembly.
I see now that I can't upload my files. I'll find a way to send you them.
I'm still not sure that my problem is in Octane. Maybe I'm missing something in Blender.
Win7 64bit | GTX480 | i3 540 3.07GHz | 4GB