BUG! Please help, it's urgent!!!

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Rikk The Gaijin
Licensed Customer
Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

Ok, I hate to open lame posts like this one, but I have a close deadline and this is blocking me from finishing the project!
So, it's very simple: the same exact objects, two are OBJ and two are alembic, with the same exact specular material applied, give me very different results in refraction!

Image

I already tried changing the scale settings in the alembic files, but it doesn't work (it just rescale the objects), it happens with ALL KERNELS, tested in 1.34, 1.35 and 1.36, all give me the same result.

I've attached the file, please help! :?
Attachments
eye_bug.ocs
(25 KiB) Downloaded 146 times
Rikk The Gaijin
Licensed Customer
Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

OPS, the file I've attached was just the ocs, here are the full files
Attachments
scene.zip
(9.81 MiB) Downloaded 131 times
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abstrax
OctaneRender Team
Posts: 5510
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

The face normals of the Alembic files are inverted. Probably a problem in the exporter. This is how you can find out / check yourself:

1) switch to info channel kernel
2) enable wireframe mode
3) enable option "Wireframe Backface Highlighting"
4) every polygon / face that is red is viewed from the back side (in your case the Alembic geometry)

This is how you can fix it: Open the import preferences of the Alembic node item (the little wrench icon) and enable "Flip face orientation".

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Rikk The Gaijin
Licensed Customer
Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

What the heck?! I swear I did that and it didn't work, now I tried again and it worked, I feel like an idiot... :oops: :cry:
Thank you abstrax
polxuriach
Licensed Customer
Posts: 15
Joined: Mon Dec 23, 2013 12:47 pm
Location: Mataró

The rendertarget only has an input of meshes, so try to create a new mesh group node and connect it to the only output of the rendertarget. :)
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