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Rhino and exporting a Bongo animation
Posted: Mon Aug 10, 2015 7:11 am
by Micha3D
Hi,
at Rhino I found a promising option "export Bongo animation to OCS" but I found documentation at the Rhino help. The OCS show me an option "render imported animation" but I found no info on the online help.
I plan to render an animation per Rhino|Bongo and in my tests I wasn't so happy with time for updating Octane, the model is quite heavy. Can I export the Bongo animation to the OCS and render the animation without update delays? It could save a lot of time. Will be at the OCS a time slider and can I rerender parts of the animation?
I'm curious to know more about the export/import of animations.
Ciao,
Micha
Edit: It's a pity that this function is disabled for the demo. I like to buy Octane for animation use.
Re: Rhino and exporting a Bongo animation
Posted: Mon Aug 10, 2015 8:42 am
by face_off
Hi - the release notes for this feature state:
- Added Settings tab rightclick menu command to export a Bongo animation to OCS/ORBX. Pls NOTE:
1) Only Rhino meshes with Live Update enabled will be exported animated to the OCS/ORBX (you can enabled Live Update for all meshes in the Configuration)
2) Only the camera and Live Update meshes will be exported with animation. Materials cannot be animated (they will appear as per frame 1)
3) The FPS is assumed to be 30.
4) You must enter the Last Frame Number to be < the actual number of Bongo frames in the scene (this will be fixed in the next release of Bongo)
5) The shutter speed is not exported to the OCS/ORBX - so adjust this in Octane Standalone
....and yes, I need to update the manual for this feature.
Paul
Re: Rhino and exporting a Bongo animation
Posted: Mon Aug 10, 2015 12:59 pm
by Micha3D
Doe's it help to avoid long loading times between the frames?
Are the custom curves supported?
Re: Rhino and exporting a Bongo animation
Posted: Mon Aug 10, 2015 1:14 pm
by face_off
Doe's it help to avoid long loading times between the frames?
If most of your scene is static, then leave it non-live, and only the few live items will be updated each frame. So, depending on the scene, yes, load times may be reduced.
Are the custom curves supported?
I'm not sure - sorry. I know very little about Bongo - only enough to get Octane rendering from it
Paul
Re: Rhino and exporting a Bongo animation
Posted: Mon Aug 10, 2015 1:55 pm
by Micha3D
For example I need to render an explosion of a complex technical device. At my current demo resolution 20s render time and 10s loading time - a lot of wasted time. My dream is that the geometry is moved at the memory of the graphic card and not at the modeling software and than loaded to the render engine again. Is this real time movement the case if the animation is exported to OCS?
In Bongo I can set how a movement is done, for example a movement starts slowly than running fast and at the end the speed comes down. This is controlled by the Bongo curve editor, the movement can be looking smooth started and stoped. So, this info is transferred to OCS?
Re: Rhino and exporting a Bongo animation
Posted: Tue Aug 11, 2015 12:59 am
by face_off
For example I need to render an explosion of a complex technical device. At my current demo resolution 20s render time and 10s loading time - a lot of wasted time. My dream is that the geometry is moved at the memory of the graphic card and not at the modeling software and than loaded to the render engine again. Is this real time movement the case if the animation is exported to OCS?
The export works by a) opening the Octane Viewport at the current frame, then b) saving the current frame to OCS (each Live mesh has it's vertex positions saved to the current frame in the ABC file) and advancing the Bongo animation via the _BongoSetCurrentTick command. So the export is as efficient as it can be, and only the mesh objects you enable live updating for are exported each frame.
In Bongo I can set how a movement is done, for example a movement starts slowly than running fast and at the end the speed comes down. This is controlled by the Bongo curve editor, the movement can be looking smooth started and stoped. So, this info is transferred to OCS?
The Octane plugin exports each live mesh each frame according to it's position defined in Rhino (which is controlled by Bongo). So whatever the mesh positions are in the Rhino preview window will be the position exported to the OCS/ORBX file.
Animation is not Rhino's strength - so there will be a level of animation complexity where it becomes more appropriate to do your animation is Modo/3ds/Maya rather than Rhino/Bongo. For example, you cannot animate Octane materials in Rhino/Bongo, whereas this is trivial in Modo.
Paul
Re: Rhino and exporting a Bongo animation
Posted: Tue Aug 11, 2015 9:55 am
by Micha3D
OK, I hoped the whole animation information are exported to OCS and there all the animation stuff is done at the VRAM in real time, no loading delay anymore.
For all render engines I see the same problem that the scene or parts needs to be loaded again and again ... to the render core. This cost a lot of time. I could buy a lot of GPU power, but the loading time of several seconds will constant stay. I think it's a lot of coding work but an animation in VRAM could be great. A dream could be that OCS get's an own animation capability. So all Octane user could profit by super fast animation. For example the Simlab Composer got an own animation modul. Maybe it's something for Octane 4.
