Page 1 of 1

Animated Density and Emission for Volumes

Posted: Tue Oct 29, 2019 8:02 pm
by Chapeaufx
Hey there,

Tried this a few times, but unfortunately it looks like Octane 2019.1.2 , coupled with LW 2019.1.4, doesn't appear to recognize envelopes for emission or density in the volumetric node editor. I'm using the 'update volumetrics' and 'update materials' in the render target( I've tried updating all materials, or just the one in the selected object - coupled with the 'octane object properties' custom tag), but it sticks with the values from the first frame you render, unless of course, you use 'full scene reload', which I've had to resort to. Quite annoying, as I also have objects with a quite astounding number of UDIMM textures in the scene.

This is all using a TFD, sequence BTW, I haven't tried this with a VDB sequence yet.

Anyone found any workarounds? Or had a similar experience?

Cheers
John

Re: Animated Density and Emission for Volumes

Posted: Tue Oct 29, 2019 11:32 pm
by juanjgon
Hmm, probably currently the only way to update the materials in the volume objects is rendering the scene in full scene reload mode, but I'll check it out.

Thanks,
-Juanjo

Re: Animated Density and Emission for Volumes

Posted: Mon Dec 02, 2019 8:54 pm
by scooternva
Juanjo, was this confirmed as a bug in OctaneRender? I think I am running into the same problem. I have a Texture Emission node connected to the Emission pin on a Volume Medium. The Power setting on the Texture Emission node is enveloped from 0.0 to 1.0 over 24 frames, but ticking the "Update Volumetrics" box doesn't seem to have any effect. The only thing that works is doing a full scene reload for those 24 frames while the emission power is ramping up.

Re: Animated Density and Emission for Volumes

Posted: Tue Dec 03, 2019 7:07 pm
by juanjgon
Finally, it was a limitation on the plugin side. I've added this feature for the next plugin builds.

Thanks,
-Juanjo

Re: Animated Density and Emission for Volumes

Posted: Tue Dec 03, 2019 7:15 pm
by scooternva
juanjgon wrote:Finally, it was a limitation on the plugin side. I've added this feature for the next plugin builds.

Thanks,
-Juanjo
Ah, good to know... thanks!