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Octane 2.0 and Rhino
Posted: Wed Mar 26, 2014 1:35 am
by Bendbox
Hi Paul,
I just read about the upcoming features in Octane 2.0, and I'm extremely excited. Will the features listed in the release post be accessible within the Rhino plugin? Displacement, hair/fur, region render, instance material changes, etc.
Re: Octane 2.0 and Rhino
Posted: Wed Mar 26, 2014 2:04 am
by face_off
My take on this is......
Displacement - this is already handled by the Rhino geometry pipeline - so it feeds the plugin displaced vertices. But you will equally be able to turn displacement off in Rhino and plug the displacement map into the material in Octane to use the Octane displacement engine.
Object Motion Blur - This is implemented by blurring based on the Octane "Placement" node. At the moment the plugin picks are world vertices for geometry rather than local coords, so some reworking of the plugin will be needed for this. I'm also not sure if you can get the animation path from Bongo - so this will take some R&D to work our a solution. So in probably won't be in the initial 2.0 version.
Hair - works of spline geometry - so if you have vertex spline objects in Rhino they should be able to be converted to hair fibres by the plugin. Should be easy to implement and fun to use.
OpenSubDiv - at the moment Rhino handles this - so unsure if it's needed. Although for big scenes it might be handy to have large (ad few) polys in Rhino, then use the Octane2 subd, which would speed up load time.
Rounded Edges - handled already by Rhino, but again, you will be able to turn off rounded edges in Rhino and turn them on in the plugin if desired.
Random color for instances - I have already played with this, and it's awesome! Will be available to the plugin.
Sky Render - will be available to the plugin.
Region Render - will be available to the plugin. Might not be in the first 2.0 release.
Network Rendering - I will implement this is people are definitely going to use it.
Paul
Re: Octane 2.0 and Rhino
Posted: Wed Mar 26, 2014 3:00 am
by newske
face_off wrote:
Displacement - this is already handled by the Rhino geometry pipeline - so it feeds the plugin displaced vertices. But you will equally be able to turn displacement off in Rhino and plug the displacement map into the material in Octane to use the Octane displacement engine.
Fantastic - sounds good. It's much easier to use displacement maps than have the complex geometry in the scene.
face_off wrote:
Object Motion Blur - This is implemented by blurring based on the Octane "Placement" node. At the moment the plugin picks are world vertices for geometry rather than local coords, so some reworking of the plugin will be needed for this. I'm also not sure if you can get the animation path from Bongo - so this will take some R&D to work our a solution. So in probably won't be in the initial 2.0 version.
Also sounds good. Haven't used much Bongo but this would be a good excuse to use the Trial.
face_off wrote:
Hair - works of spline geometry - so if you have vertex spline objects in Rhino they should be able to be converted to hair fibres by the plugin. Should be easy to implement and fun to use.
I haven't used hair in other programs before - what is the workflow? Presumably you don't need to model every strand as a spline? Or...
face_off wrote:
OpenSubDiv - at the moment Rhino handles this - so unsure if it's needed. Although for big scenes it might be handy to have large (ad few) polys in Rhino, then use the Octane2 subd, which would speed up load time.
Then only question would be whether the meshing algorithms are more efficient (in terms of display quality vs. num faces) - otherwise yes, no real difference.
face_off wrote:
Random color for instances - I have already played with this, and it's awesome! Will be available to the plugin.
What does this mean? You can make a material that shows up differently on each instance?
face_off wrote:
Network Rendering - I will implement this is people are definitely going to use it.
I would most likely use it if it only required one license - is that so? Even still, no urgency on my part.
Is there any way to implement the already existing
camera motion blur (that you can access through the command line launcher in Octane Standalone).
Re: Octane 2.0 and Rhino
Posted: Wed Mar 26, 2014 3:08 am
by face_off
I haven't used hair in other programs before - what is the workflow? Presumably you don't need to model every strand as a spline? Or...
You'll need to model the splines in Rhino. I doubt you would use this for actual hair in rhino - but you might use it for grass, etc. Instance a Curve->Line many times in random positions on a surface - then these splines would be rendered as hair geometry in Octane (but you would setup a grass material).
You can make a material that shows up differently on each instance?
Yes - it's random - but I setup the "randomness" in the blend amount of a mix material - works nicely.
I would most likely use it if it only required one license - is that so? Even still, no urgency on my part.
I don't know, but I am guessing you'll need multiple Standalone licenses. But maybe there will be another arrangement. I'm sure Otoy will provide details when they are available.
Is there any way to implement the already existing camera motion blur (that you can access through the command line launcher in Octane Standalone).
There is a way, but it's a little tricky - because the camera path is not available to plugins. So the camera path get extrapolated during the Rhino render of the frame sequence. I have the "concept" working, but it's going to take some effort to make it useable, so I've had it on the backburner until 1.5 came out. I will look at it again in the next week or two.
Paul
Re: Octane 2.0 and Rhino
Posted: Wed Mar 26, 2014 11:56 am
by v-cube
Hello Paul that sound absolutely fantastic! I cannot wait to try it out

Re: Octane 2.0 and Rhino
Posted: Wed Mar 26, 2014 1:00 pm
by Bendbox
Wow, this is GREAT NEWS!!!!!! Thanks Paul!
Re: Octane 2.0 and Rhino
Posted: Thu Mar 27, 2014 6:59 am
by newske
There is a way, but it's a little tricky - because the camera path is not available to plugins. So the camera path get extrapolated during the Rhino render of the frame sequence. I have the "concept" working, but it's going to take some effort to make it useable, so I've had it on the backburner until 1.5 came out. I will look at it again in the next week or two.
I look forward to it ^_^
Would it be possible to add text line commands for rendering?
For example, rather than just typing "Render" you could type "-Render camPosX=x camPosY=y camPosZ=z camTarX ... camNextX... camNextTarX..."
Just a thought. (Of course it would still be ideal to have it built into the automated interpolation)
Cam
Re: Octane 2.0 and Rhino
Posted: Thu Mar 27, 2014 7:17 am
by face_off
For example, rather than just typing "Render" you could type "-Render camPosX=x camPosY=y camPosZ=z camTarX ... camNextX... camNextTarX..."
You can probably do this already. Write a script to move the camera then render.
Paul
Re: Octane 2.0 and Rhino
Posted: Fri Mar 28, 2014 6:24 am
by newske
face_off wrote:For example, rather than just typing "Render" you could type "-Render camPosX=x camPosY=y camPosZ=z camTarX ... camNextX... camNextTarX..."
You can probably do this already. Write a script to move the camera then render.
Paul
Haha yes - but by imputing the next location and target we could control things like camera motion blur ^_^
Re: Octane 2.0 and Rhino
Posted: Sat Apr 05, 2014 6:03 pm
by Tipperz
Network rendering - we would definitely use this in our studio and we have;
6 x GTX 770 3gb
2 x TITAN BLACK 6gb
2 x GTX 670 3gb
We do a lot of very large interior scenes and batch render with Badger so this would be an essential addition. Keep me posted!