tag:blogger.com,1999:blog-52205518093396498312024-03-14T10:53:08.375-07:00Physicalc Software BlogNews and technical details for PoserPhysics and the ArchiCAD, AutoCAD, Modo, Nuke, Poser, Revit, Rhino and DAZStudio Octane plugins.Paulhttp://www.blogger.com/profile/17248623578952070379noreply@blogger.comBlogger100125tag:blogger.com,1999:blog-5220551809339649831.post-38419258631140560332021-06-10T22:09:00.004-07:002021-06-10T22:09:29.766-07:00OctaneRender for Modo 2021.1 - Render PassesBelow is a tutorial showing the changes in the way Render Passes work in the Octane 2021.1 version of the plugin.
Download this version of the plugin from <a href="https://render.otoy.com/forum/viewtopic.php?f=34&t=77891">https://render.otoy.com/forum/viewtopic.php?f=34&t=77891</a>
<div class="separator" style="clear: both; text-align: center;"><iframe class="BLOG_video_class" allowfullscreen="" youtube-src-id="hZ6PydXFtoo" width="600" height="498" src="https://www.youtube.com/embed/hZ6PydXFtoo"></iframe></div>Paul Kinnanehttp://www.blogger.com/profile/16618298627528798387noreply@blogger.com0tag:blogger.com,1999:blog-5220551809339649831.post-18705232024489075032021-05-28T02:15:00.005-07:002021-05-28T02:18:15.291-07:00OctaneRender for Rhino 2021.1.0.127 - Render PassesBelow is a tutorial showing the changes in the way Render Passes work in the Octane 2021.1 version of the plugin.
Download this version of the plugin from <a href="https://render.otoy.com/forum/viewtopic.php?f=41&t=77787&p=401121">https://render.otoy.com/forum/viewtopic.php?f=41&t=77787&p=401121</a>
<div class="separator" style="clear: both; text-align: center;"><iframe class="BLOG_video_class" allowfullscreen="" youtube-src-id="fg_SJrht3VM" width="600" height="498" src="https://www.youtube.com/embed/fg_SJrht3VM"></iframe></div>Paul Kinnanehttp://www.blogger.com/profile/16618298627528798387noreply@blogger.com0tag:blogger.com,1999:blog-5220551809339649831.post-46696707254805280952020-07-13T15:36:00.003-07:002020-07-13T15:50:41.636-07:00Creating an OAUTH2 token for a Basecamp App using python
I had trouble following some of the guides, so used the following approach (July-2020).<br />
<br />
<h4>
Step 1 </h4>
In a browser, go to <a href="https://webhook.site/">https://webhook.site/</a> and click "Copy to clipboard" on the unique URL. Leave this page open in your browser.<br />
<br />
<h4>
Step 2</h4>
Create a new Application at <a href="https://launchpad.37signals.com/integrations">https://launchpad.37signals.com/integrations</a>. Tick the Basecamp 3 checkbox in Products. Paste the URL from step 1 into the Redirect URI.<br />
<br />
<h4>
Step 3</h4><div>
Go to a browser, and enter the following URL:</div><br /><span style="font-family: "trebuchet ms", sans-serif;"><span style="font-family: "courier new", "courier", monospace;">https://launchpad.37signals.com/authorization/new?type=web_server&client_id=<the_client_id_of_the_app_from_step_2>a&redirect_uri=<the_redirect_uri_of_the_app_from_step_2></span></span><br />
<br />
<div><span style="font-family: "trebuchet ms", sans-serif;">The browser will open a page asking you to authenticate with Basecamp. Click "Yes, I'll allow access".</span></div><div><span style="font-family: "trebuchet ms", sans-serif;"><br /></span></div>
<h4>
<span style="font-family: "trebuchet ms", sans-serif;">Step 4</span></h4>
<div><span style="font-family: "trebuchet ms", sans-serif;">Go back to the browser page from step 1. The web hook should now show a Query String, with an 8 digit 8. Use this code in the following step.</span></div><div><span style="font-family: "trebuchet ms", sans-serif;"><br /></span></div>
<h4>
<span style="font-family: "trebuchet ms", sans-serif;">Step 5</span></h4>
<span style="font-family: "trebuchet ms", sans-serif;"> </span><span style="font-family: "trebuchet ms", sans-serif;">Start a Python3 session and enter:</span><br />
<br />
<span style="font-family: "courier new", "courier", monospace;">>>> import requests<br />>>>
response =
requests.post("https://launchpad.37signals.com/authorization/token?type=web_server&client_id=<the_client_id_of_the_app_from_step_2>&redirect_uri=<the_redirect_uri_of_the_app_from_step_2>&client_secret=<the_client_secret_of_the_app_from_step_2>&code=<the_8_digit_code_from_step_4>")<br />>>> response</span><span style="font-family: "trebuchet ms", sans-serif;"><span style="font-family: "courier new", "courier", monospace;"><Response [200]></span></span><br />
<br />
<span style="font-family: "trebuchet ms", sans-serif;">If you do not get a response code of 200, type <span style="font-family: "courier new", "courier", monospace;"> </span></span><br />
<br />
<span style="font-family: "trebuchet ms", sans-serif;"><span style="font-family: "courier new", "courier", monospace;">>>> response.content </span></span><br />
<br />
<span style="font-family: "trebuchet ms", sans-serif;"><span style="font-family: trebuchet;">to see the error.</span> </span><br />
<br />
<span style="font-family: "trebuchet ms", sans-serif;">In the python session, type:</span><br />
<br />
<span style="font-family: "trebuchet ms", sans-serif;"> </span><span style="font-family: "trebuchet ms", sans-serif;"><span style="font-family: "courier new", "courier", monospace;">>>> response.content.decode("utf-8")</span></span><br />
<br />
<span style="font-family: "trebuchet ms", sans-serif;">The returned string is the OAUTH2 access_token and refresh_token then your app can use to log into the Basecamp 3 API.</span>Paul Kinnanehttp://www.blogger.com/profile/16618298627528798387noreply@blogger.com0tag:blogger.com,1999:blog-5220551809339649831.post-58460022647124811042016-09-25T22:04:00.001-07:002016-09-25T22:04:32.717-07:00Octane Standalone HDR Light Studio Connector Update<iframe allowfullscreen="" frameborder="0" height="270" src="https://www.youtube.com/embed/9Pv4j_54uoQ" width="480"></iframe>Paul Kinnanehttp://www.blogger.com/profile/16618298627528798387noreply@blogger.com0tag:blogger.com,1999:blog-5220551809339649831.post-68108711613034251882016-05-17T04:45:00.003-07:002016-05-17T04:45:14.652-07:00Octane Render for Nuke and HDR Light Studio Area Lights<div class="separator" style="clear: both; text-align: center;">
<iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/KtawjXhsxy4/0.jpg" src="https://www.youtube.com/embed/KtawjXhsxy4?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div>
<br />
<span style="font-family: "Trebuchet MS",sans-serif;">If there are any Octane users who would like the test this new
functionality, pls let me know and I will organise the appropriate
licenses.</span>Paul Kinnanehttp://www.blogger.com/profile/16618298627528798387noreply@blogger.com0tag:blogger.com,1999:blog-5220551809339649831.post-39724664152420585222016-05-12T19:48:00.001-07:002016-05-12T19:48:16.784-07:00OctaneRender for Modo - Plugging Modo Channels into Octane<div class="separator" style="clear: both; text-align: center;">
<iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/z9h1czU1IaQ/0.jpg" src="https://www.youtube.com/embed/z9h1czU1IaQ?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div>
<br />Paul Kinnanehttp://www.blogger.com/profile/16618298627528798387noreply@blogger.com0tag:blogger.com,1999:blog-5220551809339649831.post-26929378211392041362016-05-09T19:32:00.003-07:002016-05-09T19:32:50.937-07:00OctaneRender for Rhino Shadow Passes Tutorial<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/ozW98ZjeXYM/0.jpg" frameborder="0" height="266" src="https://www.youtube.com/embed/ozW98ZjeXYM?feature=player_embedded" width="320"></iframe></div>
<br />Paul Kinnanehttp://www.blogger.com/profile/16618298627528798387noreply@blogger.com0tag:blogger.com,1999:blog-5220551809339649831.post-70495763651281321212016-04-27T01:26:00.002-07:002016-04-27T01:26:34.598-07:00OctaneRender for Modo release 3.0.10.101 features<div class="separator" style="clear: both; text-align: center;">
<iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/P2JjcrXNQ6U/0.jpg" src="https://www.youtube.com/embed/P2JjcrXNQ6U?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div>
<br />
<div style="text-align: justify;">
<br /></div>
<span style="font-family: "Trebuchet MS",sans-serif;">0:00 min = Unreal Shader</span><br /><span style="font-family: "Trebuchet MS",sans-serif;">3:45 min = Octane NodeGraph Node changes</span><br /><span style="font-family: "Trebuchet MS",sans-serif;">7:40 min = Motion Blur and Shutter Speed matching with Modo</span><br /><span style="font-family: "Trebuchet MS",sans-serif;">10:40 min = Camera Resolution Override</span><br /><span style="font-family: "Trebuchet MS",sans-serif;"></span>Paul Kinnanehttp://www.blogger.com/profile/16618298627528798387noreply@blogger.com0tag:blogger.com,1999:blog-5220551809339649831.post-51746171789899178182016-04-16T20:06:00.003-07:002016-04-16T20:08:07.821-07:00Mesh Lighting Tutorial from RedSpec-SSS<span style="font-family: "Trebuchet MS",sans-serif;">Great tutorial by Noel from RedSpec-SSS on using mesh emitters in OctaneRender for Poser.</span><br />
<br />
<iframe allowfullscreen="" frameborder="0" height="256" mozallowfullscreen="" src="https://player.vimeo.com/video/113861642" webkitallowfullscreen="" width="640"></iframe>
<a href="https://vimeo.com/113861642">RedSpec-SSS.com Tutorials #1 Mesh Lighting</a> from <a href="https://vimeo.com/user8392803">Noel Auer</a> on <a href="https://vimeo.com/">Vimeo</a>.Paul Kinnanehttp://www.blogger.com/profile/16618298627528798387noreply@blogger.com0tag:blogger.com,1999:blog-5220551809339649831.post-71098482741402123362016-04-12T23:54:00.002-07:002016-04-12T23:54:49.512-07:00Using Assemblies in Octane Overrides<div class="separator" style="clear: both; text-align: center;">
<iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/jbjOkOr2174/0.jpg" src="https://www.youtube.com/embed/jbjOkOr2174?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div>
<br />Paul Kinnanehttp://www.blogger.com/profile/16618298627528798387noreply@blogger.com0tag:blogger.com,1999:blog-5220551809339649831.post-22137504462534345372016-03-29T16:56:00.000-07:002019-09-22T01:57:33.001-07:00Before you submit an Octane support email/forum post....<span style="font-size: small;"><span style="font-family: "trebuchet ms" , sans-serif;">Things to check prior to contacting support via the Octane forums, or email, regarding any of my Octane plugins....</span></span><br />
<span style="font-size: small;"><span style="font-family: "trebuchet ms" , sans-serif;"></span></span><br />
<br />
<span style="font-size: small;"><span style="font-family: "trebuchet ms" , sans-serif;"><u><b>Check th</b></u><span style="font-family: "trebuchet ms" , sans-serif;"><u><b>e on-line documentation</b></u> to see if your question is answered there<span style="font-family: "trebuchet ms" , sans-serif;"> -> <a href="https://docs.otoy.com/#">https://docs.otoy.com/#</a></span></span></span></span><br />
<br />
<u><b><span style="font-size: small;"><span style="font-family: "trebuchet ms" , sans-serif;">If<span style="line-height: normal;"> you have any type of <span style="font-family: "trebuchet ms" , sans-serif;">v</span>id<span style="font-family: "trebuchet ms" , sans-serif;">eo card<span style="font-family: "trebuchet ms" , sans-serif;"> or </span></span>Cuda error or<span style="font-family: "trebuchet ms" , sans-serif;"> </span>problem:</span></span></span></b></u><br />
<br />
<br />
<span style="font-size: small;"><span style="font-family: "trebuchet ms" , sans-serif;"><span style="line-height: normal;">1) Reboot</span></span></span><br />
<span style="font-size: small;"><span style="font-family: "trebuchet ms" , sans-serif;"><span style="line-height: normal;">2) Install the latest Nvidia driver</span></span></span><br />
<span style="font-size: small;"><span style="font-family: "trebuchet ms" , sans-serif;"><span style="line-height: normal;">3) Re-install
Octane Standalone (any version) from the .exe installer (this will set
the Nvidia driver time-outs)</span></span></span><br />
<span style="font-size: small;"><span style="font-family: "trebuchet ms" , sans-serif;"><span style="line-height: normal;">4) Make sure you have not overclocked your card <span style="font-family: "trebuchet ms" , sans-serif;">(use MSI Afterburner <a href="http://www.guru3d.com/files-details/msi-afterburner-beta-download.html">http://www.guru3d.com/files-details/msi-afterburner-beta-download.html</a> for this)</span></span></span></span><br />
<span style="font-size: small;"><span style="font-family: "trebuchet ms" , sans-serif;"><span style="line-height: normal;">5) Install and run GPU-Z (<a href="https://www.techpowerup.com/downloads/SysInfo/GPU-Z/">https://www.techpowerup.com/downloads/SysInfo/GPU-Z/</a>) and check your GPU temperatures. <span style="font-family: "trebuchet ms" , sans-serif;">M</span>ake<span style="font-family: "trebuchet ms" , sans-serif;"> sure each of <span style="font-family: "trebuchet ms" , sans-serif;">your rendering cards is provi<span style="font-family: "trebuchet ms" , sans-serif;">ding valid metri<span style="font-family: "trebuchet ms" , sans-serif;">cs on the Senso<span style="font-family: "trebuchet ms" , sans-serif;">rs tab (if not, <span style="font-family: "trebuchet ms" , sans-serif;">th<span style="font-family: "trebuchet ms" , sans-serif;">at card is faulty).</span></span></span></span></span></span></span></span></span></span><br />
<br />
<span style="font-size: small;"><span style="font-family: "trebuchet ms" , sans-serif;"><span style="line-height: normal;"><span style="font-family: "trebuchet ms" , sans-serif;">Cuda errors 999 <span style="font-family: "trebuchet ms" , sans-serif;">and </span>719, are usua<span style="font-family: "trebuchet ms" , sans-serif;">ll<span style="font-family: "trebuchet ms" , sans-serif;">y caused by <span style="font-family: "trebuchet ms" , sans-serif;">a</span></span></span> hardware problem<span style="font-family: "trebuchet ms" , sans-serif;">.</span> If this happens, </span>check to see if Octane Standalone also produces those errors - if it does, then UNDERCLOCKING your card <span style="font-family: "trebuchet ms" , sans-serif;">(as per step 4 above) </span>can sometimes fix this. </span></span></span><br />
<br />
<span style="font-size: small;"><span style="font-family: "trebuchet ms" , sans-serif;"><span style="line-height: normal;">When contacting support make sure you post<span style="font-family: "trebuchet ms" , sans-serif;"> :-</span></span></span></span><br />
<span style="font-size: small;"><span style="font-family: "trebuchet ms" , sans-serif;"><span style="line-height: normal;"><span style="font-family: "trebuchet ms" , sans-serif;">1) </span>the Octane Log <span style="font-family: "trebuchet ms" , sans-serif;">(or error dialog) </span>showing the full error message</span></span></span><br />
<span style="font-size: small;"><span style="font-family: "trebuchet ms" , sans-serif;"><span style="line-height: normal;">2) What Nvidia drivers you are using. Refer to <span style="font-family: "trebuchet ms" , sans-serif;">po<span style="font-family: "trebuchet ms" , sans-serif;">int 2) above....</span></span></span></span></span><br />
<span style="font-size: small;"><span style="font-family: "trebuchet ms" , sans-serif;"><span style="line-height: normal;"><span style="font-family: "trebuchet ms" , sans-serif;"><span style="font-family: "trebuchet ms" , sans-serif;">3) <span style="font-family: "trebuchet ms" , sans-serif;">If the error is in an Octane plugin, <span style="font-family: "trebuchet ms" , sans-serif;">is Octane Standalone rendering OK</span>?</span></span></span></span></span></span><br />
<span style="font-size: small;"><span style="font-family: "trebuchet ms" , sans-serif;"><span style="line-height: normal;">4) <span style="font-family: "trebuchet ms" , sans-serif;">List</span> the specific card(s<span style="font-family: "trebuchet ms" , sans-serif;">) you are using</span></span></span></span><br />
<br />
<u><b><span style="font-family: "trebuchet ms" , sans-serif;"><span style="font-size: small;">Artifacts in renders:</span></span></b></u><br />
<u><b><span style="font-family: "trebuchet ms" , sans-serif;"><span style="font-size: small;"><br /></span></span></b></u>
<span style="font-family: "trebuchet ms" , sans-serif;"><span style="font-size: small;">1) Check the Kernel->Ray Epsilon. Check the plugin manual <span style="font-family: "trebuchet ms" , sans-serif;">at </span></span></span><span style="font-family: "trebuchet ms" , sans-serif;"><span style="font-size: small;"><span style="font-family: "trebuchet ms" , sans-serif;"><span style="font-size: small;"><span style="font-family: "trebuchet ms" , sans-serif;"><span style="font-family: "trebuchet ms" , sans-serif;"><span style="font-family: "trebuchet ms" , sans-serif;"><a href="https://docs.otoy.com/#">https://docs.otoy.com/#</a> for the recommended settings.</span></span></span></span></span></span></span><br />
<br />
<u><b><span style="font-size: small;"><span style="font-family: "trebuchet ms" , sans-serif;"><span style="line-height: normal;">If the issue is regarding noise in renders:</span></span></span></b></u><br />
<br />
<span style="font-family: "trebuchet ms" , sans-serif;">1) Reduce Imager-><u>Hot Pixel</u> (to remove fireflys)</span><br />
<span style="font-family: "trebuchet ms" , sans-serif;">2) Increase Kernel-><u>Caustic Blur</u> (to smooth out Specular and Glossy material highlight noise)</span><br />
<span style="font-family: "trebuchet ms" , sans-serif;">3) When using emitter geometry, use low polygon surfaces (<span style="font-family: "trebuchet ms" , sans-serif;">such as a si<span style="font-family: "trebuchet ms" , sans-serif;">ngle polygon <span style="font-family: "trebuchet ms" , sans-serif;">plane)</span></span>. Avoid having emitters behind glass (ie<span style="font-family: "trebuchet ms" , sans-serif;">. behind specular <span style="font-family: "trebuchet ms" , sans-serif;">surfaces)<span style="font-family: "trebuchet ms" , sans-serif;"> - instead add an additional geometry emitter over the glass and set the opacity to 0 <span style="font-family: "trebuchet ms" , sans-serif;">(so the light emit<span style="font-family: "trebuchet ms" , sans-serif;">s but the geometry is not visible).</span></span></span></span></span></span></span><br />
<span style="font-family: "trebuchet ms" , sans-serif;">4) Reduce Kernel-><u>GI Clamp</u> (Try 10. </span><span style="font-family: "trebuchet ms" , sans-serif;"> Otoy recommend a GI Clamp of ~10-100x the inverse of the exposure) </span><br />
<span style="font-family: "trebuchet ms" , sans-serif;">5) If you have noise in dark areas this may be due to paths being terminated early, so reduce Kernel-><u>Path Termination Power</u></span><br />
<span style="font-family: "trebuchet ms" , sans-serif;"><span style="font-family: "trebuchet ms" , sans-serif;">6</span>) If the light illuminating the scene has come through a specular (glass)
material, using “pmc” rather than “pathtracing”. In this situation you
can also reduce “kernel”->”direct_light_importance” to give the light
that has passed through the glass <span style="font-size: small;">more priority. Also, you can let
more direct light through the glass by reducing the glass material’s
opacity (from 1 to say 0.2).</span></span><br />
<span style="font-family: "trebuchet ms" , sans-serif;"><span style="font-size: small;">7) If you<span style="font-family: "trebuchet ms" , sans-serif;"><span style="font-family: "trebuchet ms" , sans-serif;"> have had to set your</span> Imager->Exposure substantially higher than 1</span> (ie. 2 or gre<span style="font-family: "trebuchet ms" , sans-serif;">ater<span style="font-family: "trebuchet ms" , sans-serif;">), then <span style="font-family: "trebuchet ms" , sans-serif;">there is not enough light in your scene<span style="font-family: "trebuchet ms" , sans-serif;">, in which case increase the emitter and/<span style="font-family: "trebuchet ms" , sans-serif;">o</span>r HDR </span></span></span></span>power.</span></span><br />
<span style="font-family: "trebuchet ms" , sans-serif;"><span style="font-size: small;"><br /></span></span>
<u><b><span style="font-family: "trebuchet ms" , sans-serif;"><span style="font-size: small;">If the issue is regarding Displacement:</span></span></b></u><br />
<u><b><span style="font-family: "trebuchet ms" , sans-serif;"><br /></span></b></u>
<span style="font-family: "trebuchet ms" , sans-serif;"><span style="font-family: "trebuchet ms" , sans-serif; font-size: small;">1) If using a Displacement map, remove any Bump or Normal maps.</span></span><br />
<span style="font-family: "trebuchet ms" , sans-serif;"><span style="font-family: "trebuchet ms" , sans-serif; font-size: small;">2) If you use a Displacement "Amount" of 0, the object will not render</span></span><br />
<span style="font-family: "trebuchet ms" , sans-serif;">3)
Octane assumes black pixels in the displacement map have 0
displacement. If using a displacement map where 0 is a negative
displacement (for example, a map generated from ZBrush), put a "Shift"
of negative half the "Amount" (ie. if the Amount is 0.01, the Shift will
be -0.005)</span><br />
<span style="font-family: "trebuchet ms" , sans-serif;">4) Large polygons with displacement will render artifacts if the displacement Amount is small.</span><br />
<span style="font-family: "trebuchet ms" , sans-serif;">5)
Displacement mapping requires UV Projection surfaces. It requires a
displacement texturemap, and procedural textures and Octane nodes which
modify the displacement texturemap will be ignored. Similarly, the
Displacement Texture Greyscale Image "Power", "Gamma" and "Invert" pins
are ignored</span><br />
<span style="font-family: "trebuchet ms" , sans-serif;">6)
Very large displacement "Amount" values may position vertices in an
invalid position which may crash Octane. So start with small (0.001)
Amount values and increase from there.</span><br />
<span style="font-family: "trebuchet ms" , sans-serif;">7) Displacement will only work on surfaces which have been UV mapped (and have UV coordinates)</span><br />
<span style="font-family: "trebuchet ms" , sans-serif;">8)
The Power, Gamma, Invert and Border Mode of the Image node used as the
Displacement Texture will be ignored when determining the displaced
surface</span><br />
<span style="font-family: "trebuchet ms" , sans-serif;">9) Displacement on very <span style="font-family: "trebuchet ms" , sans-serif;">long, thin polygons will <span style="font-family: "trebuchet ms" , sans-serif;">render with arti<span style="font-family: "trebuchet ms" , sans-serif;">facts</span></span></span></span><br />
<span style="font-family: "trebuchet ms" , sans-serif;"><span style="font-family: "trebuchet ms" , sans-serif;"><span style="font-family: "trebuchet ms" , sans-serif;"><span style="font-family: "trebuchet ms" , sans-serif;">10) <span style="font-family: "trebuchet ms" , sans-serif;">Only UV Set 1 is support for Displacement image maps (ie. <span style="font-family: "trebuchet ms" , sans-serif;">If Set 2 or 3 is specif<span style="font-family: "trebuchet ms" , sans-serif;">ied, Set 1 will still be the UV set used).</span></span></span></span></span></span> </span><br />
<span style="font-family: "trebuchet ms" , sans-serif;"><br /></span>Paul Kinnanehttp://www.blogger.com/profile/16618298627528798387noreply@blogger.com15tag:blogger.com,1999:blog-5220551809339649831.post-6380411921977398592016-03-01T16:32:00.003-08:002016-03-01T16:58:53.324-08:00Installing Nvidia Drivers on Linux<span style="font-family: "trebuchet ms" , sans-serif;">If you are going to use Octane on Linux, you will need to install the Nvidia drivers. As of Octane 3 alpha 5, you will need at less Nvidia driver version 353 installed in order to render. There are a number of approaches to installing the Nvidia drivers on Linux, and having gone through the pain of installing and updating Nvidia drivers on a number of Linux installs this week, I though I would post my workflow. This workflow is based on using the Nvidia driver installer from Nvidia, and will vary depending on the type and ago of your Linux distro.</span><br />
<span style="font-family: "trebuchet ms" , sans-serif;"><br /></span>
<span style="font-family: "trebuchet ms" , sans-serif;">1) Determine which is the correct, most recent driver for your card via <a href="http://www.nvidia.com/Download/index.aspx?lang=en-us">http://www.nvidia.com/Download/index.aspx?lang=en-us</a> and download the installer. Make the installer executable (ie. "sudo chmod +x ~/Downloads/NV*.run")</span><br />
<span style="font-family: "trebuchet ms" , sans-serif;"><br /></span>
<span style="font-family: "trebuchet ms" , sans-serif;">2) [OPTIONAL] Remove all existing Nvidia drivers (Ubuntu = sudo apt-get remove nvidia*). I'm not sure this step is absolutely required.</span><br />
<br />
<span style="font-family: "trebuchet ms" , sans-serif;">3) Install the kernel headers and source (this will vary depending on your Linux flavour). For Red Hat, Centos, etc see <a href="http://www.dedoimedo.com/computers/centos-7-nvidia.html">http://www.dedoimedo.com/computers/centos-7-nvidia.html</a>. For Ubuntu it will be "sudo apt-get install dkms build-essential linux-headers-generic". If you have changed your build environment (ie. changed gcc/g++ to be an earlier or later version than came with your distro, then you might need to change this - easiest option is to remove then reinstall gcc/g++).</span><br />
<span style="font-family: "trebuchet ms" , sans-serif;"><br /></span>
<span style="font-family: "trebuchet ms" , sans-serif;">4) Blacklist or remove/uninstall the Nouveau driver. Blacklist on Centos as per the above link. To blacklist on Ubuntu, see <a href="http://www.allaboutlinux.eu/remove-nouveau-and-install-nvidia-driver-in-ubuntu-15-04/">http://www.allaboutlinux.eu/remove-nouveau-and-install-nvidia-driver-in-ubuntu-15-04/</a>.</span><br />
<span style="font-family: "trebuchet ms" , sans-serif;"><br /></span>
<span style="font-family: "trebuchet ms" , sans-serif;">5) Reboot</span><br />
<span style="font-family: "trebuchet ms" , sans-serif;"><br /></span>
<span style="font-family: "trebuchet ms" , sans-serif;">6) Stop your X server. Mint is Ctrl-Alt-F2, or in Centos open a terminal and "init 3". If the Nvidia installer gives an error indicating the X server is still running, kill the process via "sudo /etc/init.d/lightdm stop" (Cinnamon) or "sudo /etc/init.d/mdm stop" (MATE), etc.</span><br />
<span style="font-family: "trebuchet ms" , sans-serif;"><br /></span>
<span style="font-family: "trebuchet ms" , sans-serif;">7) Run the Nvidia driver installer as root</span><br />
<br />
<span style="font-family: "trebuchet ms" , sans-serif;">8) Reboot </span><br />
<br />
<span style="font-family: "trebuchet ms" , sans-serif;">If you cannot get the driver working, and you are using Cinnamon, as a last resort, <span style="font-family: "trebuchet ms" , sans-serif;">install </span> MATE, since it does not use the graphics acceleration that Cinnamon does, so is more tolerant to <span style="font-family: "trebuchet ms" , sans-serif;">incorrectly i<span style="font-family: "trebuchet ms" , sans-serif;">nstalled graphics drivers.</span></span></span>Paul Kinnanehttp://www.blogger.com/profile/16618298627528798387noreply@blogger.com0tag:blogger.com,1999:blog-5220551809339649831.post-29105247590389623122016-02-22T23:11:00.001-08:002016-02-23T03:09:09.057-08:00Using OctaneRender for Modo with SLIK2<span style="font-family: "trebuchet ms" , sans-serif;">This is an interim workflow which will allow you to work with SLIK2 in OctaneRender for Modo. It is based on:</span><br />
<span style="font-family: "trebuchet ms" , sans-serif;"><br /></span>
<ul>
<li>
<span style="font-family: "trebuchet ms" , sans-serif;">Modo901<span style="font-family: "trebuchet ms" , sans-serif;">/902</span> </span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">OctaneRender for Modo release 2.25.0.95 and 3.0.4.95</span></li>
<li><span style="font-family: "trebuchet ms" , sans-serif;">SLIK2 release 2.0</span></li>
</ul>
<span style="font-family: "trebuchet ms" , sans-serif;"><br /></span>
<span style="font-family: "trebuchet ms" , sans-serif;">OctaneRender for Modo can be used to render scenes with Luminous Polygon lights. Other SLIK2 lights are not supported.</span><br />
<br />
<span style="font-family: "trebuchet ms" , sans-serif;"><u><b>Environment</b></u></span><br />
<br />
<span style="font-family: "trebuchet ms" , sans-serif;">Firsly, set the Octane Environment to Texture Environment and set the Power to 0.001 to remove any non-emitter light sources from the scene.</span><br />
<br />
<span style="font-family: "trebuchet ms" , sans-serif;"><u><b>Emitters</b></u></span><br />
<br />
<span style="font-family: "trebuchet ms" , sans-serif;">To create an Octane emitter for a Luminous Polygon light, do the following:</span><br />
<span style="font-family: "trebuchet ms" , sans-serif;">1) Delete the Grid, Luminous Reflector and Replicator groups from the SLIK Light Materials shader tree group.</span><br />
<span style="font-family: "trebuchet ms" , sans-serif;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSynleeEmJ3mcrVDNxzZDvGvAVgQU5Dy7Ucl4-s73Kz4mV6VL527owoCtp5-69ZXaKr0pglEwvkfzEybO8GLM9P1ANEAxkduYCS4dh9lJs4oq6gnWcTGWyZFu074efP7XkOIiLEBs1CA/s1600/SLIK2a.png" imageanchor="1"><img border="0" height="178" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSynleeEmJ3mcrVDNxzZDvGvAVgQU5Dy7Ucl4-s73Kz4mV6VL527owoCtp5-69ZXaKr0pglEwvkfzEybO8GLM9P1ANEAxkduYCS4dh9lJs4oq6gnWcTGWyZFu074efP7XkOIiLEBs1CA/s320/SLIK2a.png" width="320" /></a> </span><br />
<br />
<span style="font-family: "trebuchet ms" , sans-serif;">2) Add an Octane Override to the SLIK Light Materials Group</span><br />
<span style="font-family: "trebuchet ms" , sans-serif;"></span><br />
<span style="font-family: "trebuchet ms" , sans-serif;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi98ya9SM6itc2Yt0HMIORWL2tBiZFmFs6K4O7oEwV3VVC-QMlxYQDvkDDX_YvjNB3OwiSOPPoXyXYNXhFGnKBs22AFsQ_LUf93WNyAAFkOihoziWin7oAPYV8l2-Yv_HzlNabHj3v7QQ/s1600/SLIK2b.png" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi98ya9SM6itc2Yt0HMIORWL2tBiZFmFs6K4O7oEwV3VVC-QMlxYQDvkDDX_YvjNB3OwiSOPPoXyXYNXhFGnKBs22AFsQ_LUf93WNyAAFkOihoziWin7oAPYV8l2-Yv_HzlNabHj3v7QQ/s400/SLIK2b.png" /></a></span><br />
<br />
<span style="font-family: "trebuchet ms" , sans-serif;">3) Open the Octane Override in the Schematic, select the Octane Material and "Convert to Diffuse" (if it is not already a Diffuse Material). Then add a Texture Emission and plug it into the Emission of the Emission pin of the Diffuse Material. Set the Texture of the Emission to 1, and untick Surface Brightness.</span><br />
<span style="font-family: "trebuchet ms" , sans-serif;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhIyvwyJPdkmZIkhiJNRhsOpiw3p92ilL53QD4shpr2RJP-OabrfGtoEy8g1JgWiq4vFdSTC2B5laVHL_0nmppmO7-BoAUn03mSgLSbon53xdm8L0_MPExXjIbLgQ7kuq-724RQiD5upQ/s1600/SLIK2c.png" imageanchor="1"><img border="0" height="97" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhIyvwyJPdkmZIkhiJNRhsOpiw3p92ilL53QD4shpr2RJP-OabrfGtoEy8g1JgWiq4vFdSTC2B5laVHL_0nmppmO7-BoAUn03mSgLSbon53xdm8L0_MPExXjIbLgQ7kuq-724RQiD5upQ/s320/SLIK2c.png" width="320" /></a></span><br />
<br />
<span style="font-family: "trebuchet ms" , sans-serif;">4) Add an Octane Float Value node to the Schematic, right click the node node and "Add Channel" and select Float XYZ. Connect this Float node to the Octane Texture Emission Power pin.</span><br />
<span style="font-family: "trebuchet ms" , sans-serif;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiF708CvSPIWSWNAyR3G0FHtYI7xbaH3sFIqyDBtujHsr_5o3n-Bj2EzV9eC4FnIni67awnr2IxGJhTIHctk44r2cJ6aKpcMBmAH3vzGCUS0qlsG2vfZvidl08mJ4B6gCl0iRPOPTvDtQ/s1600/SLIK2d.png" imageanchor="1"><img border="0" height="142" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiF708CvSPIWSWNAyR3G0FHtYI7xbaH3sFIqyDBtujHsr_5o3n-Bj2EzV9eC4FnIni67awnr2IxGJhTIHctk44r2cJ6aKpcMBmAH3vzGCUS0qlsG2vfZvidl08mJ4B6gCl0iRPOPTvDtQ/s320/SLIK2d.png" width="320" /></a></span><span style="font-family: "trebuchet ms" , sans-serif;"> </span><br />
<br />
<span style="font-family: "trebuchet ms" , sans-serif;">5) Open the SLIK_Luminous_Material in the Shader Tree, select the Modo Material, and from the Material Trans tab drag the Luminous Intensity into the Schematic (containing the Octane Override). Then connect the Luminous Intensity to the Octane Float Value "Float X" pin.</span><br />
<span style="font-family: "trebuchet ms" , sans-serif;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWiFpY1aQk_ee5np4JdSRbJieeXf3WmtIe4xxA-aRGBxUkPjfUwai4WEIicRr6UCqohCnB_-RIc95JkCNwSSFAQwqYmiiDNS50RAMlJJcIGPv7kTgPVRD03NQo9tw1yhzmvehhg5kgOQ/s1600/SLIK2e.png" imageanchor="1"><img border="0" height="96" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWiFpY1aQk_ee5np4JdSRbJieeXf3WmtIe4xxA-aRGBxUkPjfUwai4WEIicRr6UCqohCnB_-RIc95JkCNwSSFAQwqYmiiDNS50RAMlJJcIGPv7kTgPVRD03NQo9tw1yhzmvehhg5kgOQ/s320/SLIK2e.png" width="320" /></a></span><br />
<span style="font-family: "trebuchet ms" , sans-serif;"><br /></span>
<span style="font-family: "trebuchet ms" , sans-serif;">That SLIK2 light should now render as an emitter in Octane. The emitter power should render the same in Modo as it does in Octane. If you change the Power of the SLIK2 Light, you will need to Refresh the Octane scene in order for the new power to be picked up.</span><br />
<span style="font-family: "trebuchet ms" , sans-serif;"><br /></span>
<span style="font-family: "trebuchet ms" , sans-serif;"><u><b>Panorama HDR</b></u></span><br />
<span style="font-family: "trebuchet ms" , sans-serif;"><br /></span>
<span style="font-family: "trebuchet ms" , sans-serif;">After using SLIK2 to <u><b>render a panorama HDR</b></u> and auto-adding it to the Modo Shader Tree Environment, you will need to set the SLIK HDR Environment->SLIK HDR Image Effect to "Environment Color".</span> Paul Kinnanehttp://www.blogger.com/profile/16618298627528798387noreply@blogger.com0tag:blogger.com,1999:blog-5220551809339649831.post-77155713400517319862015-09-14T17:19:00.000-07:002015-09-14T17:19:06.352-07:00OctaneRender for Poser NodeGraph Material<div class="separator" style="clear: both; text-align: center;">
<iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/UwPthyrV6zw/0.jpg" src="https://www.youtube.com/embed/UwPthyrV6zw?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div>
<br />Paul Kinnanehttp://www.blogger.com/profile/16618298627528798387noreply@blogger.com0tag:blogger.com,1999:blog-5220551809339649831.post-27507300536192568052015-09-08T23:51:00.000-07:002015-09-08T23:51:02.764-07:00Using Multiple UV Maps in OctaneRender for Modo<div class="separator" style="clear: both; text-align: center;">
<iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/rvuFI3okFwA/0.jpg" src="https://www.youtube.com/embed/rvuFI3okFwA?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div>
<br />Paul Kinnanehttp://www.blogger.com/profile/16618298627528798387noreply@blogger.com0tag:blogger.com,1999:blog-5220551809339649831.post-32413990038265743372015-09-05T18:14:00.000-07:002015-09-05T18:14:06.514-07:00Using ORBX Proxies in OctaneRender for ArchiCAD<div class="separator" style="clear: both; text-align: center;">
<iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/OEQfUOBAdS0/0.jpg" src="https://www.youtube.com/embed/OEQfUOBAdS0?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div>
<br />Paul Kinnanehttp://www.blogger.com/profile/16618298627528798387noreply@blogger.com7tag:blogger.com,1999:blog-5220551809339649831.post-11850103046038222022015-09-02T01:35:00.001-07:002015-09-02T01:35:50.215-07:00Using Modo Material properties in Octane Overrides<iframe allowfullscreen="" frameborder="0" height="270" src="https://www.youtube.com/embed/fN9H_x_pDpQ" width="480"></iframe>Paul Kinnanehttp://www.blogger.com/profile/16618298627528798387noreply@blogger.com0tag:blogger.com,1999:blog-5220551809339649831.post-74813376780558848762015-04-27T05:31:00.000-07:002015-04-27T15:59:18.998-07:00OctaneRender for Poser 3 Month FREE Trial<span style="font-family: "Trebuchet MS",sans-serif;">The OctaneRender for Poser plugin has been made available as a 3 month free trial (ie. nothing to pay for Octane or the Poser plugin for 3 months) as part of the OctaneVR competition. See <a href="http://home.otoy.com/vr-competition/" target="_blank">http://home.otoy.com/vr-competition/</a> for details. </span><br />
<br />
<span style="font-family: "Trebuchet MS",sans-serif;">Also make sure you try the Try Octane In Your Browser option - it is very cool.</span><br />
<br />
<span style="font-family: "Trebuchet MS",sans-serif;">As
a reminder, you will need Windows 32 or 64 bit, or OSX 64 bit, Poser 9/10
or Poser Pro 2012/2014, and an NVidia card (GTX 500 series or later).
OpenCL support is scheduled to be added in Octane 3.</span>Paul Kinnanehttp://www.blogger.com/profile/16618298627528798387noreply@blogger.com0tag:blogger.com,1999:blog-5220551809339649831.post-40198135203323602872015-04-19T00:08:00.000-07:002015-04-19T15:45:40.766-07:00Sync'ing the Octane Daylight texture rotation with the North Offset<span style="font-family: "Trebuchet MS",sans-serif;">This applies to Octane Standalone and OctaneRender for Nuke.</span><br />
<span style="font-family: "Trebuchet MS",sans-serif;"><br /></span>
<span style="font-family: "Trebuchet MS",sans-serif;">If you want to have the Daylight Environment Sky Texture rotate as you change the North Offset, you can do this with an LUA Scripted Graph.</span><br />
<span style="font-family: "Trebuchet MS",sans-serif;"><br /></span>
<span style="font-family: "Trebuchet MS",sans-serif;">Use the following LUA code in the Scripted Graph shown below. To rotate the sun and IBL, adjust the X slider in the North Offset of the Scripted Graph node.</span><br />
<br />
<span style="font-family: "Trebuchet MS",sans-serif;">NOTE: Using this approach in OctaneRender for Nuke will result in the North Offset slider not working in the OctaneRender node. Instead, adjust the north offset in the Script Graph via the Edit Octane Scene button. </span><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkCyD_hCoWZm1xtyhVlgL5DGYjxViCpYw_sGTFhOSvvTPIqsP2poZEBPs0uBDHp-BGTNACNdvuGLz_NbpCOdtxrDWMHU4XF7AsZtY5hAX5dt6V-MsUHM0ZOxPftQE0Gf82oUQiWOgvYQ/s1600/sync+ibl+rotation+to+north+offset.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkCyD_hCoWZm1xtyhVlgL5DGYjxViCpYw_sGTFhOSvvTPIqsP2poZEBPs0uBDHp-BGTNACNdvuGLz_NbpCOdtxrDWMHU4XF7AsZtY5hAX5dt6V-MsUHM0ZOxPftQE0Gf82oUQiWOgvYQ/s1600/sync+ibl+rotation+to+north+offset.png" height="320" width="209" /></a></div>
<br />
<pre style="background: #f0f0f0; border: 1px dashed #CCCCCC; color: black; font-family: arial; font-size: 12px; height: auto; line-height: 20px; overflow: auto; padding: 0px; text-align: left; width: 99%;"><code style="color: black; word-wrap: normal;"> local inputs, outputs, northOffsetOut, sphericalRotationOut
local MyGraphScript = {}
-- onInit function, this is called once in the beginning.
function MyGraphScript.onInit(self, graph)
-- input and output infos
local inputInfos = {
{type=octane.PT_FLOAT, label="North offset", defaultNodeType=octane.NT_FLOAT}
}
local outputInfos = {
{type=octane.PT_FLOAT, label="North offset"},
{type=octane.PT_FLOAT, label="Spherical Rotation"}
}
inputs = graph:setInputLinkers(inputInfos)
outputs = graph:setOutputLinkers(outputInfos)
northOffsetOut = octane.node.create{ type=octane.NT_FLOAT, name="North offset", graphOwner=graph }
outputs[1]:connectTo("input", northOffsetOut)
sphericalRotationOut = octane.node.create{ type=octane.NT_FLOAT, name="pherical Rotation", graphOwner=graph }
outputs[2]:connectTo("input", sphericalRotationOut)
end
-- this function is called every time the value of an input linker changes
function MyGraphScript.onEvaluate(self, graph)
local northOffsetIn = self:getInputValue(inputs[1])
northOffsetOut:setAttribute("value", {northOffsetIn[1], 0, 1})
sphericalRotationOut:setAttribute("value", {0, -northOffsetIn[1] * 180, 0})
end
return MyGraphScript
</code></pre>
Paul Kinnanehttp://www.blogger.com/profile/16618298627528798387noreply@blogger.com0tag:blogger.com,1999:blog-5220551809339649831.post-18338023608134656452015-04-08T15:21:00.003-07:002015-04-10T16:02:26.484-07:00OctaneRender for Nuke Released as Open Beta<span style="font-family: "Trebuchet MS",sans-serif;">OctaneRender for
Nuke is a Nuke 8/9 (incl Studio/X) plugin which enables users to render
Nuke 3d geometry and/or existing Octane scene in OctaneRender from
within the Nuke application. </span><br />
<br />
<span style="font-family: "Trebuchet MS",sans-serif;"><u><b>Features include:</b></u></span><br />
<ol>
<li><span style="font-family: "Trebuchet MS",sans-serif;">Render OCS and ORBX scenes created with Octane Standalone or any of the
Octane plugins. Any animated geometry or camera data from the OCS/ORBX
file (in an ABC Scene Node) is tied to the Nuke timeline, so scrubbing
the timeline will move the Octane time to the relevant point.<br /><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOgptL6hYpT-ylBat1paGYPiy_apRTuT6WGgU1jcwd6dOOQiSI6B629w-3mu_x-3_SvOBYnYks7KbaiLdloH5sw1oJSUSWNUrXNi9eRoCUgmshx5bkQ3Eu44uW8WjhLjSkMHtNl-7St6w/s1600/nuke+render+ocs.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOgptL6hYpT-ylBat1paGYPiy_apRTuT6WGgU1jcwd6dOOQiSI6B629w-3mu_x-3_SvOBYnYks7KbaiLdloH5sw1oJSUSWNUrXNi9eRoCUgmshx5bkQ3Eu44uW8WjhLjSkMHtNl-7St6w/s1600/nuke+render+ocs.png" height="251" width="320" /></a></span></li>
<li><span style="font-family: "Trebuchet MS",sans-serif;">Nuke 3d geometry
(Cylinder, Cube, Card, Sphere and GeoRead) with can the rendered with
the OctaneRender Node, or if the OctaneRender node has already had an
OCS/ORBX file imported, any Nuke 3d geometry will be added to the scene.<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-ZuHCXeudQgGmwOspncACNkPW2kSEP6i-FiLCQefBJMuyUtBD9OEe2Zv8Oj15sIAv-r70NKy68g7ETvPF6AMxA2gVOH6HgNiv-txZcmnfUEz7W-6uqREhyphenhyphenhB_KCLTDVA6-HP9Y4irvz8/s1600/nuke+3d+geo.png" style="margin-left: 1em; margin-right: 1em;"><br /><br /><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-ZuHCXeudQgGmwOspncACNkPW2kSEP6i-FiLCQefBJMuyUtBD9OEe2Zv8Oj15sIAv-r70NKy68g7ETvPF6AMxA2gVOH6HgNiv-txZcmnfUEz7W-6uqREhyphenhyphenhB_KCLTDVA6-HP9Y4irvz8/s1600/nuke+3d+geo.png" height="216" width="320" /></a></span></li>
<li><span style="font-family: "Trebuchet MS",sans-serif;">Access all Octane Render Passes (currently 38 different passes available) in the Nuke channel.<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUZN1K809eDgK2N2qziY_zcrHBvKJc0niraoNFGbYEFJvCE9cpOoDyEucQVNwdJaWtrv_Iqo6hhexemU310WnQ4K8qOYzpiz6hIbNuBfB1t5llM9ifNMJHWYKoYlhiXieePIbJVjds3FM/s1600/nuke+render+passes+channels.png" style="margin-left: 1em; margin-right: 1em;"><br /><br /><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUZN1K809eDgK2N2qziY_zcrHBvKJc0niraoNFGbYEFJvCE9cpOoDyEucQVNwdJaWtrv_Iqo6hhexemU310WnQ4K8qOYzpiz6hIbNuBfB1t5llM9ifNMJHWYKoYlhiXieePIbJVjds3FM/s1600/nuke+render+passes+channels.png" height="202" width="320" /></a></span></li>
<li><span style="font-family: "Trebuchet MS",sans-serif;">Edit Octane
materials and render settings via the Octane NodeGraph editor window.
Changes made in the NodeGraph window update immediately in the Nuke
viewer.<br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmMRykHLNi56rf5ucmpJ7ZKzjJxIppb31TqpEOdMfLYqnhUDimET5LaHv7rVIRuVoA2raIqxjq0-7Bl5H_lRMlP632VxnkJhokDsQR23BBGZGABxaC7ISNeUwG-6sh23hqUm25l_Gu2_o/s1600/nuke+nodegraph+window.png" style="margin-left: 1em; margin-right: 1em;"><br /><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmMRykHLNi56rf5ucmpJ7ZKzjJxIppb31TqpEOdMfLYqnhUDimET5LaHv7rVIRuVoA2raIqxjq0-7Bl5H_lRMlP632VxnkJhokDsQR23BBGZGABxaC7ISNeUwG-6sh23hqUm25l_Gu2_o/s1600/nuke+nodegraph+window.png" height="177" width="320" /></a></span></li>
<li><span style="font-family: "Trebuchet MS",sans-serif;">Integration with HDR Light Studio, including LightPainting by mouse clicking the Nuke Viewer.<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhG3jLOEhsSwZ37IygfW80utq9-RfJfvJLMBMWK4aIScn_dAa8rSzYdjPiZyHjw5grnwp1KYosdDr-9JP7dKMVhctLVV_75GAoDajb0K-UMqXi_ctzyj-fc-dhDqGN0qxPb8zf3WmY5-6k/s1600/nuke+hdrls+integration.png" style="margin-left: 1em; margin-right: 1em;"><br /><br /><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhG3jLOEhsSwZ37IygfW80utq9-RfJfvJLMBMWK4aIScn_dAa8rSzYdjPiZyHjw5grnwp1KYosdDr-9JP7dKMVhctLVV_75GAoDajb0K-UMqXi_ctzyj-fc-dhDqGN0qxPb8zf3WmY5-6k/s1600/nuke+hdrls+integration.png" height="179" width="320" /></a></span></li>
<li><span style="font-family: "Trebuchet MS",sans-serif;">Live updating of
Nuke 3d Geometry transform changes to the Octane scene (and the Nuke
Viewer). So if you move a cube, the Octane render picks the movement up
immediately - no need for a scene refresh.</span></li>
<li><span style="font-family: "Trebuchet MS",sans-serif;">Export an animation
sequence (which can contain both import Octane geometry and Nuke 3d
geometry) to ORBX or OCS for sending to a render farm.<br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijdIxWvXGmgxxFygEbndMMvqy_cf98IcjhPEKWHNn7qnVEMZM68ArBGJp6fM1E1b-fjckWaS9FxEdyKLPn4Zu-srCISjIez93K3HkjiiC2EBZROfXj1u33tXZA4aeP4VahYKU8HulLVv0/s1600/nuke+geowriter.png" style="margin-left: 1em; margin-right: 1em;"><br /><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijdIxWvXGmgxxFygEbndMMvqy_cf98IcjhPEKWHNn7qnVEMZM68ArBGJp6fM1E1b-fjckWaS9FxEdyKLPn4Zu-srCISjIez93K3HkjiiC2EBZROfXj1u33tXZA4aeP4VahYKU8HulLVv0/s1600/nuke+geowriter.png" height="97" width="320" /></a></span></li>
<li><span style="font-family: "Trebuchet MS",sans-serif;">Import Octane geometry (from ABC and OBJ Mesh nodes) into the Nuke 3d scene for visualization purposes.</span></li>
<li><span style="font-family: "Trebuchet MS",sans-serif;"> The Octane camera can be controlled from a Nuke 3d Camera (connected to the OctaneRender node).<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUIPKn0_6tFTMU-udWc6GncTDLzH6bg0tb-4Ye8GtXGiGSMf2R6GKRavj9lpR-c713x2z0fPt05ftJtA0tjBfONYxVo4QbOS2W2l8VcaqtI0ULt_VVS4XT6s0QRTOq9zidPmGY2q8pZu4/s1600/nuke+camera+tracking+and+import+geo.png" style="margin-left: 1em; margin-right: 1em;"><br /><br /><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUIPKn0_6tFTMU-udWc6GncTDLzH6bg0tb-4Ye8GtXGiGSMf2R6GKRavj9lpR-c713x2z0fPt05ftJtA0tjBfONYxVo4QbOS2W2l8VcaqtI0ULt_VVS4XT6s0QRTOq9zidPmGY2q8pZu4/s1600/nuke+camera+tracking+and+import+geo.png" height="218" width="320" /></a> </span></li>
<li><span style="font-family: "Trebuchet MS",sans-serif;">Render animation sequences via the OctaneRender node as you would with the Nuke ScanlineRender node.</span></li>
<li><span style="font-family: "Trebuchet MS",sans-serif;">Focus, Material,
White Balance and HDR Light Studio LightPaint picking (by clicking
geometry in the Nuke Viewer window) is supported.</span></li>
<li><span style="font-family: "Trebuchet MS",sans-serif;">Ability to switch on Caching, so each render is then placed in the Nuke cache for<br />fast replay.</span><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuUVmh03oOsSyINO2N9nibIWkLUfO_zT6CqJqgIhXJAZ6v_F9WS4CpcvdO5wrk8oGEtfG6abY7Y0spMhSLiflR9udjD5AHQvQOXwa4pWjT1Kb4l6DOA16oggkmyBK93Gbem-njpkf8FQE/s1600/nuke+cache+renders.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><br /></a></li>
</ol>
<div class="separator" style="clear: both; text-align: center;">
</div>
<span style="font-family: "Trebuchet MS",sans-serif;"><u><b>Limitations</b></u></span><br />
<ol>
<li><span style="font-family: "Trebuchet MS",sans-serif;">Nuke 3d Geometry which is exposed to Nuke plugins as Point Clouds will not be rendered.</span></li>
<li><span style="font-family: "Trebuchet MS",sans-serif;">The plugin assumes there is one rendertarget node in the Octane scene. Multiple rendertarget nodes are not supported.</span></li>
<li><span style="font-family: "Trebuchet MS",sans-serif;">Octane Node pin
values set using the “Edit Octane Scene” button cannot be animated.
Animation of these pins is planned in the future.</span></li>
<li><span style="font-family: "Trebuchet MS",sans-serif;">Nuke 3d Geometry Shaders are not converted to Octane Materials when
rendering Nuke 3d geometry. You will need to setup the Octane Materials
separately via the Edit Octane Scene button.</span></li>
<li><span style="font-family: "Trebuchet MS",sans-serif;">The Nuke UI is blocked whilst rendering each frame when Cache Renders is enabled. </span></li>
</ol>
<span style="font-family: "Trebuchet MS",sans-serif;">NOTE: Due to the high load that Nuke puts on GPU enabled cards, <span style="text-decoration: underline;"><b>it is highly recommended that you use your on-board graphics or a second graphics card as the Windows display adapter</b></span>. </span><br />
<br />
<span style="font-family: "Trebuchet MS",sans-serif;">If you have any questions, or want more details - pls go to <a href="http://render.otoy.com/forum/viewtopic.php?f=7&t=45781">http://render.otoy.com/forum/viewtopic.php?f=7&t=45781</a>.</span>
<!-- Blogger automated replacement: "https://images-blogger-opensocial.googleusercontent.com/gadgets/proxy?url=http%3A%2F%2F4.bp.blogspot.com%2F-yRiCvYN-PPI%2FVP7BelEx9FI%2FAAAAAAAAAZk%2FHANSd5Sorww%2Fs1600%2Fnuke%252Brender%252Bocs.png&container=blogger&gadget=a&rewriteMime=image%2F*" with "https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOgptL6hYpT-ylBat1paGYPiy_apRTuT6WGgU1jcwd6dOOQiSI6B629w-3mu_x-3_SvOBYnYks7KbaiLdloH5sw1oJSUSWNUrXNi9eRoCUgmshx5bkQ3Eu44uW8WjhLjSkMHtNl-7St6w/s1600/nuke+render+ocs.png" -->Paul Kinnanehttp://www.blogger.com/profile/16618298627528798387noreply@blogger.com1tag:blogger.com,1999:blog-5220551809339649831.post-50347878605239295972015-02-22T14:31:00.001-08:002015-02-22T14:31:35.801-08:00OctaneRender for ArchiCAD plugin Showcase 04: Scattering vegetation (by Tapperworks)<iframe allowfullscreen="" frameborder="0" height="270" src="https://www.youtube.com/embed/lU43BjBW0hw" width="480"></iframe>Paul Kinnanehttp://www.blogger.com/profile/16618298627528798387noreply@blogger.com0tag:blogger.com,1999:blog-5220551809339649831.post-78573485524167894932015-02-19T02:58:00.003-08:002015-02-19T02:58:40.839-08:00OctaneRender for Nuke Preview 4<iframe src="//player.vimeo.com/video/120023763" width="500" height="266" frameborder="0" webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe> <p><a href="https://vimeo.com/120023763">OctaneRender for Nuke Preview 4</a> from <a href="https://vimeo.com/user13569319">Paul Kinnane</a> on <a href="https://vimeo.com">Vimeo</a>.</p>Paul Kinnanehttp://www.blogger.com/profile/16618298627528798387noreply@blogger.com0tag:blogger.com,1999:blog-5220551809339649831.post-34726212770200121202015-02-10T23:09:00.000-08:002015-02-10T23:09:02.308-08:00OctaneRender for Modo 2.20 & 2.21 Updated Features<iframe src="//player.vimeo.com/video/119302514" width="500" height="266" frameborder="0" webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe> <p><a href="http://vimeo.com/119302514">OctaneRender for Modo - Octane 2.20 & 2.21 updated features</a> from <a href="http://vimeo.com/user13569319">Paul Kinnane</a> on <a href="https://vimeo.com">Vimeo</a>.</p>Paul Kinnanehttp://www.blogger.com/profile/16618298627528798387noreply@blogger.com0tag:blogger.com,1999:blog-5220551809339649831.post-87083613213078086252015-01-30T22:26:00.000-08:002015-01-30T22:26:39.207-08:00OctaneRender for Nuke Preview 3<iframe src="//player.vimeo.com/video/118302642" width="500" height="266" frameborder="0" webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe> <p><a href="http://vimeo.com/118302642">OctaneRender for Nuke Preview 3</a> from <a href="http://vimeo.com/user13569319">Paul Kinnane</a> on <a href="https://vimeo.com">Vimeo</a>.</p>Paul Kinnanehttp://www.blogger.com/profile/16618298627528798387noreply@blogger.com0tag:blogger.com,1999:blog-5220551809339649831.post-60954185003919129102015-01-14T01:27:00.000-08:002015-01-14T01:27:29.093-08:00Importing Autodesk 123D Models into Poser<iframe src="//player.vimeo.com/video/116735526" width="500" height="266" frameborder="0" webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe> <p><a href="http://vimeo.com/116735526">Importing Auodesk 123D models into Poser</a> from <a href="http://vimeo.com/user13569319">Paul Kinnane</a> on <a href="https://vimeo.com">Vimeo</a>.</p>Paul Kinnanehttp://www.blogger.com/profile/16618298627528798387noreply@blogger.com0