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When will instancing of animated meshes be available ?

Posted: Sat Sep 26, 2015 6:37 pm
by CurlyA
Hi,

I own the Lightwave plugin of Octane render. I have just upgraded to Modo 901. From my humble searching on the forums I've noticed that it isn't possible yet to instance an animated character or a deformed animated mesh in Modo.
I'm not into bashing , but in Lightwave it is possible to instance animated clones in Octane. So my guess is this only is a limitation of Modo. What is needed to make this possible in Modo? This is a rather important feature for people interested in doing character animation with Octane Render. ( I really like the speed of the pathtracing algorithm. ) Why can't this be done in Modo? If this is a limitation of the SDK or API shouldn't we make the Foundry aware of this, so we can have this in the plugin version of Octane for Modo?

Re: When will instancing of animated meshes be available ?

Posted: Sat Sep 26, 2015 11:46 pm
by face_off
Hi - both instancing a mesh, and replicating a mesh should achieve this for you. Pls see https://docs.otoy.com/#42Rendering%20an ... Animations for details. Instanced deforms (ie. where the mesh instance is deformed) do not pass through to Octane - because it will be instancing the source mesh, not the deformed instance.

Paul

Re: When will instancing of animated meshes be available ?

Posted: Sun Sep 27, 2015 6:55 am
by CurlyA
Thank you very much for answering this. I'll soon be buying the plugin of Modo. ;)