Hi guys
I saw that Rebus etc are supporting Octane but always from inside C4d or Max.
I tried RND...which works..but having to export orbx files takes sometimes very long.
So I am wondering if there is a renderfarm out there that supports Modo/Octane?
Thank you
Andras
Modo octane renderfarm
Moderator: face_off
another related questions.
When exporting orbx files.
Does it always exports the scene frame by frame ? This is leading to really big orbx files.
In my case only the camera is moving and the scene is static.
Just wondering if I do anything wrong.
Thanks
Andras
When exporting orbx files.
Does it always exports the scene frame by frame ? This is leading to really big orbx files.
In my case only the camera is moving and the scene is static.
Just wondering if I do anything wrong.
Thanks
Andras
The exporting speed is a function of writing the total vertices for the frame (including all the replicator instances) and the total number of frames. This is how the Octane SDK exporter works, so not something that the plugin has a lot of control over. Some users have been getting around this by exporting to ORBX twice - once for all the static geometry, and once with all the moving geometry. Then the two ORBX files can be merged in Octane Standalone.
Paul
Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Got it...so it's in foundry's corner to improve the export speed of alembic files, correct?
on the same topic.
I had a scene with a lot of "burst" emission particles and a replicator using the particles to replicate items.
The export was really slow ...assuming that is because Octane does not like when objects are "appearing" (e.g new born particles or even animated display visibility of items)
during the animation.
I tried to export (bake the replicator items (using the bake.replicator script) but that did not improve the export speed.
So in the end I had my replicator "merge" into an empty item (using the MeshOp "merge item" feeding in the Replicator).
The export was at least 50% faster than having the particle emit and the replicator replicating the items.
Not sure why this "merge item" was improving the export speed of the orbx file but it did.
on the same topic.
I had a scene with a lot of "burst" emission particles and a replicator using the particles to replicate items.
The export was really slow ...assuming that is because Octane does not like when objects are "appearing" (e.g new born particles or even animated display visibility of items)
during the animation.
I tried to export (bake the replicator items (using the bake.replicator script) but that did not improve the export speed.
So in the end I had my replicator "merge" into an empty item (using the MeshOp "merge item" feeding in the Replicator).
The export was at least 50% faster than having the particle emit and the replicator replicating the items.
Not sure why this "merge item" was improving the export speed of the orbx file but it did.