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World/Object Space discrepancy
Posted: Sat Jan 07, 2017 8:58 pm
by nkorteling
Im rendering an animation of a model that I haven't UVed and most textures are either procedural or done with Box/Linear Mapping.
Now, in the preview switching to world or object space doesn't seem to change anything (which shouldn't be the case obviously). So I just went with the default setting. However, when I render everything is wrong, eg. tiling of a texture where it should just be one. Changing all projection modes (50+) to World seems to fix the problem but it doesnt fix my preview which I use to set up my animation.
So my question is: Where does this discrepancy come from and how do I fix it?
It's late here now and I was a little bummed so I deleted the bad renders. If required I can post the different result tomorrow morning, since I want to use the time I have to get some frames out.
Really appreciate any help! Thanks

Re: World/Object Space discrepancy
Posted: Sun Jan 08, 2017 2:33 am
by face_off
Hi - I am not aware of any issue which would cause your problem. Can you pls send me a scene which exhibits this issue, and I will take a closer look.
Thanks
Paul
Re: World/Object Space discrepancy
Posted: Sun Jan 08, 2017 9:48 am
by nkorteling
Hi Paul,
The original scene is pretty big, with all the files. So I will attempt to replicate the problem a little later today since the render is still running now. Setting everything to world space has fixed the problem for now, but for later renders object space would be ideal.
Will get back to you.
Cheers,
Niels
Re: World/Object Space discrepancy
Posted: Sun Jan 08, 2017 3:41 pm
by nkorteling
Hi Paul,
I have stripped down the scene to some elements where it is still happening. You can find it here:
https://drive.google.com/open?id=0B77Qd ... TQxQmp2MVE
The images in the folder should be pretty self explanatory. But basically I get a preview for an object using world space that seems fine. When I render my animation it starts tiling it way more than it should. For some reason this is also the only one that does it in the scene. Changing the projection to world space fixes it for the animation.
Thanks!
Re: World/Object Space discrepancy
Posted: Mon Jan 09, 2017 5:00 am
by face_off
Hi - pls see
https://docs.otoy.com/manuals/products/ ... nimations/, in particular.....
IMPORTANT: When rendering animations, ALL Meshes will be treated as having Live Geometry Update TICKED. This means that a) the Samples per Second may be slightly lower when rendering animations compared with rendering a single frame. And b) because each Mesh item will have it’s own Octane Mesh node (because it is Live), the Local Space coordinates may be different to when rendering a single frame (where the Meh is not Live, so has a base transform at the origin of the scene) – so you may see Octane procedural textures render differently in this situation. If 2) is causing an issue, making all Modo Meshes Live (ie. tick Live Geometry Update) will resolve this issue. Mesh -> Reload Mesh Each Frame When Animating
Mesh Cube.238_Cube.356 has a 25% scale on it's transform, and when it is NOT "live" this will be loaded into Octane in world coordinates (ie. the 25% scaling will be applied at the vertex level rather than in the Placement node) - which is causing the issue. So in summary, make that Mesh item Live Update enabled, then change the scale of the texturemap to suit.
Sorry for the complexity of this issue - it's one of those quirks that comes when making Modo Mesh items separate items verses combining them all in a single Octane Mesh node.
Paul
Re: World/Object Space discrepancy
Posted: Mon Jan 09, 2017 9:17 am
by nkorteling
Ah thank you! That explains a lot haha. So many meshes in the original file I didnt see I hadn't frozen it yet.
I have another question about the projection though. Is there a way to have the projection rotate with the objects (or groups)? In preview mode it just keeps the original location (so relative to the model it moves), I haven't tested it when going into animation though.
Just checking, it's probably the same thing with the live geometry tick?
Re: World/Object Space discrepancy
Posted: Mon Jan 09, 2017 9:48 am
by face_off
If you turn ON Live Geometry, then as the mesh rotates, the textures should too - assuming they have Local Space set (but I haven't actually tried this myself).
Paul
Re: World/Object Space discrepancy
Posted: Mon Jan 09, 2017 11:10 am
by nkorteling
Thank you Paul, you're a lifesaver! Pretty soon I can start sharing some of the work I am working on, wouldn't be possible without you and OTOY!
Here's a trailer of something I am working on, if you're interested
https://vimeo.com/194270814
Re: World/Object Space discrepancy
Posted: Mon Jan 09, 2017 11:21 pm
by face_off
Trailer looks amazing! Given the darkness in your scenes - it might be worth dropping the Path Termination Power from 0.3 to 0.1 to clean in the shadows quicker - and if you haven't already, set the GI Clamp as per the notes in my signature.
Paul
Re: World/Object Space discrepancy
Posted: Tue Jan 10, 2017 9:52 am
by nkorteling
Thank you! Hadn't changed the path termination yet, so I will do that for sure. I think I changed the GI clamp, but I will have to double check
