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Alembic finally loads but dayum...PROBLEM RESOLVED
Posted: Mon Oct 19, 2015 5:04 am
by LuvMultimedia
***UPDATE
Both bepeg4 and sikotik13 were both kind and knowledgeable enough to help this sistah get her render on. Many thanks guys and One Luv.
A
Thanks to the Herculean efforts of one bepeg4d, I have finally I managed to pull my alembic file in, attach it, and watch her dance. Before the applause died down however, I noted another issue. Frickin' motion blur. Seriously *sobs quietly* -- Okedokee. Why is a motion blur there and I have turned that feature on? Why is she blurry? Any remedies for this...?
Thanks again bepeg4d -- I owe you -- BIG!
Re: Alembic finally loads but dayum...*sobs*
Posted: Mon Oct 19, 2015 7:45 am
by bepeg4d

no worries about motion blur, it's easy to get rid of it

In the left side of the info bar in the render viewport there are the animation settings, basically the shatter interval control the strength of the motion blur effect:
just set it to 0 for removing completely the effect:
ciao beppe
Re: Alembic finally loads but dayum...*sobs*
Posted: Mon Oct 19, 2015 8:12 am
by LuvMultimedia
bepeg4d wrote:
no worries about motion blur, it's easy to get rid of it

In the left side of the info bar in the render viewport there are the animation settings, basically the shatter interval control the strength of the motion blur effect:
Schermata 2015-10-19 alle 09.32.33.jpg
just set it to 0 for removing completely the effect:
Schermata 2015-10-19 alle 09.32.49.jpg
ciao beppe
YES! Worked like a charm! Marry me and let us run away to the casbah! LOL

Thank you so much!!! You rawk kind sir!
Re: Alembic finally loads but dayum...*sobs*
Posted: Mon Oct 19, 2015 8:13 am
by LuvMultimedia
bepeg4d wrote:
no worries about motion blur, it's easy to get rid of it

In the left side of the info bar in the render viewport there are the animation settings, basically the shatter interval control the strength of the motion blur effect:
Schermata 2015-10-19 alle 09.32.33.jpg
just set it to 0 for removing completely the effect:
Schermata 2015-10-19 alle 09.32.49.jpg
ciao beppe
Seriously--now I am all set--we are gonna get another card soon --another 980--see if we can increase render speeds...
Re: Alembic finally loads but dayum...*sobs*
Posted: Mon Oct 19, 2015 8:39 am
by bepeg4d
LOL I am not free, sorry

One of the pros of Octane is that it is perfectly scalable, with another 980, you are going to go twice as faster for sure
Please, could you update the title of the discussion with "solved" or something similar?
ciao beppe
Re: Alembic finally loads but dayum...*sobs*
Posted: Mon Oct 19, 2015 9:13 am
by LuvMultimedia
Re: Alembic finally loads but dayum...*sobs*
Posted: Mon Oct 19, 2015 9:24 am
by bepeg4d
Weird, it seems that the bump or normal maps power are completely out of range. Octane is very sensitive to the bump value, try to lower it at 0,1 as a starting point

ciao beppe
Re: Alembic finally loads but dayum...*sobs*
Posted: Mon Oct 19, 2015 9:33 am
by LuvMultimedia
bepeg4d wrote:Weird, it seems that the bump or normal maps power are completely out of range. Octane is very sensitive to the bump value, try to lower it at 0,1 as a starting point

ciao beppe
Could it be due to the scaling conversion...I put the maps on after essentially shrinking the alembic obj down to size...?
Re: Alembic finally loads but dayum...*sobs*
Posted: Mon Oct 19, 2015 1:07 pm
by sikotik13
Scaling conversion issues would make the maps appear squashed or tiled or otherwise out of place along the "plane" of each surface. The issue you are seeing is the values affecting how deep the maps appear, which is, as bepeg suggested, pretty much always a value thing for the bump/normals. Try lowering them 0.1, maybe even lower. I've often found 0.05 to often be adequate, depending on the maps used.
Re: Alembic finally loads but dayum...*sobs*
Posted: Mon Oct 19, 2015 6:21 pm
by LuvMultimedia
sikotik13 wrote:Scaling conversion issues would make the maps appear squashed or tiled or otherwise out of place along the "plane" of each surface. The issue you are seeing is the values affecting how deep the maps appear, which is, as bepeg suggested, pretty much always a value thing for the bump/normals. Try lowering them 0.1, maybe even lower. I've often found 0.05 to often be adequate, depending on the maps used.
Hey, guys thanks! Big hugs all around!!!