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Multi OBJ
Posted: Wed Jul 20, 2011 5:40 am
by mirobimbo
Would be difficult to develop this feature, please?
It would be very useful to compose scenes with many individual objects.
Re: Multi OBJ
Posted: Wed Jul 20, 2011 4:14 pm
by gueoct
That´s exactly what i was wondering about, too!
Is it technically possible to offer a multiple obj.import?
why is it not possible to access several objects within the mesh node?
Would it then be possible to change the material of a specific object in the scene?
Thanks
J.
Re: Multi OBJ
Posted: Fri Jul 22, 2011 4:10 am
by Populus
Perhaps I´m missing something here, but whats the problem with the current functions in octane? I mean you can have as many separate item as you want right now, you just have to save them in one obj. file for export.
Re: Multi OBJ
Posted: Fri Jul 22, 2011 10:05 am
by Jaberwocky
I actually don't have a problem with this.
I keep the scene in my 3d app active whilst I'm rendering it up in octane.If I don't like something I just alter it in my 3d app and re export it.Then I just refresh it in Octane and the mesh updates but retains the material/ lighting settings.The only thing needed for that is plenty of ram to keep both running at the same time.But in this game most people would be running at least 4-8gb anyway.
Re: Multi OBJ
Posted: Fri Jul 22, 2011 5:28 pm
by bitoffish
It would be super useful to be able to combine multiple OBJ files inside of octane. An example would be in animation. It is a waste of space and time to have to export the location that the character is animated within for every single frame when it's only the character that is moving. If you could combine multiple OBJ's inside of Octane, you could export one OBJ for everything that doesn't move in the shot, and individual OBJ's for each frame of the animated elements. Since the location geometry usually takes up a very large percentage of the geometry in the shot, this would lead to very substantial space, time, and money savings, by keeping your animated OBJ's much more lightweight and manageable.
+1 for linking multiple OBJ files together.
When I model interiors...
Posted: Sat Jul 23, 2011 2:51 am
by mirobimbo
I would like to have possibility to change items by attach or detach individual obj files with nodes to see a fast alteration.
I think, it would be very easy to implement to load into GPU memory one or more mesh from obj, or I am wrong?
It is not necessary for me to move with this items, only load into memory.
Re: Multi OBJ
Posted: Sat Jul 23, 2011 5:52 am
by face
mirobimbo wrote:I would like to have possibility to change items by attach or detach individual obj files with nodes to see a fast alteration.
I think, it would be very easy to implement to load into GPU memory one or more mesh from obj, or I am wrong?
It is not necessary for me to move with this items, only load into memory.
I know that you must reserve the memory for the work with Cuda.
It can be, that the memory would be fragmented like a harddisc, if you add/delete some meshes.
You need also an intelligent memory management. Maybe Cuda have on on board, i don´t know.
face
Re: Multi OBJ
Posted: Mon Jul 25, 2011 4:19 am
by maudeeb
I'd be really interested in a technical understanding of why octane development centered around a single scene .obj file workflow? Speaking as a beginning user, multiple obj import would be considerably more intuitive for the average newbie.
The single .obj file scene approach seems counter to every other standard 3D app, and also seems to make shader/ material managing much more complicated. Could be I’m just not used to the new workflow, but I have a much easier time in Maya working with multiple objects and their respective materials.
Re: Multi OBJ
Posted: Mon Jul 25, 2011 7:05 am
by matej
maudeeb wrote:I'd be really interested in a technical understanding of why octane development centered around a single scene .obj file workflow?
Because that was the simplest approach to set up to get Octane going. Now it's obsolete and limiting. RS is working on a new export / import approach / scene file, that will among other things probably address also the need for partial re-exporting of a scene.
Re: Multi OBJ
Posted: Mon Jul 25, 2011 8:56 am
by abstrax
maudeeb wrote:I'd be really interested in a technical understanding of why octane development centered around a single scene .obj file workflow? Speaking as a beginning user, multiple obj import would be considerably more intuitive for the average newbie.
The single .obj file scene approach seems counter to every other standard 3D app, and also seems to make shader/ material managing much more complicated. Could be I’m just not used to the new workflow, but I have a much easier time in Maya working with multiple objects and their respective materials.
The workflow is meant to be like this: You set up the geometry, UVs and basic materials in your favourite 3D app and then export it as OBJ file. Then this OBJ is loaded into Octane, where you then tweak/finetune the materials and render the whole shebang.
The main problem with multiple mesh nodes is that you need place their meshes somewhere. Usually the position of the geometry in the OBJ file is not the position in the scene. And interactively placing meshes in your scene is currently not possible in Octane. We are working on these things, but they are not trivial.
And remember: Octane is not a modeling app but a renderer.
Cheers,
Marcus