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Thread: Combining native and octane render in one animation.

  1. #1
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    Combining native and octane render in one animation.

    I have an animation I am working on that uses lightwave native edge rendering, for the edges and octane for the rest. I will combine them in post. I have set up my materials so when I use octane I get a nice render and when I switch to lightwave native I get a nice black and white line drawing, so that part is fixed, What I am looking for is a method by which I can manage rendering as automatically as possible without having to manually switch between octane and native and rename the output files each time I want to render. What is the best way to go about this? Is there a way to do this with built in tools or is this the sort of thing that Origami Digital’s Uber Pass is for?

  2. #2
    You describe the perfect scenario for Uber Pass.
    It will allow you to have the master file while spitting out octane and LW files as needed.

  3. #3
    essentially.. in this scenario.. lets say you work on the edges version.. in uberpass, you just create an edges pass.... then... lets say you made the octane material, you just create a octane pass... every pass, stores everything at the time of when the pass was stored... everything..... then.. if you want switch to another pass, you can selectively say "only load the materials from this pass.. or only load the object properties, etc".... so..no need to store multiple objects/scenes.. whatever.. you just switch passes (with either full update or optional segments as described before).. if at any point in time, you want to send it to the farm to render, it will write out the separate scenes/objects for you automatically.
    Oliver

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  4. #4
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    Interesting. I won’t be using a farm on this job because octane and line rendering are both quite snappy, so I can just do them one after another, but it is nice that this will work with farms as well.

  5. #5
    I made a quick video that should show how cool it really is... https://vimeo.com/353067090
    Oliver

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    Thanks for putting together that video. There are still a number of things that I can’t wrap my head around concerning how uberpass works, like if I have a pass that is octane materials, and I then add a new object to the scene do i need to make a new octane pass to include that object our can I go back and add it to an existing pass? Regardless it seems like a really fascinating tool.
    Currently I am using the octane’s pass through function to maintain native and octane surfaces concurrently. I use the white-out native material as the pass through, and a simple native “preview” material plugged into the gl output just so I can see what I am working with in the viewport. This seems at this stage to work fine, and all i need to do is switch between octane or native rendering and I don’t need to muck about in the surface editor The primary issue in my case is not setup, it is more about output, and it is that that I would like to automate as much as possible. If I understand the videos correctly the idea is that in an uberpass setup I would breakout the passes into separate scenes and render these separately, is this correct? I can see how this could be invaluable when working with a farm, particularly considering farms in my experience often need cached deformations and motions and uberpass could manage the enabling and disabling of mdds/bones/displacements etc... to quickly hop between work and rendering, but in my current situation I am not sure if that will help, is there a way to just render the passes directly, or to automate the rendering of one broken out pass and then the other?

  7. #7
    Quote Originally Posted by hypersuperduper View Post
    There are still a number of things that I can’t wrap my head around concerning how uberpass works, like if I have a pass that is octane materials, and I then add a new object to the scene do i need to make a new octane pass to include that object our can I go back and add it to an existing pass?
    You would simply add to to an existing pass...the way that works.. there's a selected object button.. with the object selected.. you go to a pass.. do your thing, and then just "update pass"

    Quote Originally Posted by hypersuperduper View Post
    , is there a way to just render the passes directly, or to automate the rendering of one broken out pass and then the other?
    thats what the breakout passes is for.. simply select the passes... click the button, and it will create the scene/object files needed.. you can then just load those into a new lw, and render them out. if output paths were initially specified, they'd automatically be changed to have the correct passes name. After you have them rendered, you can just delete those "temporary scenes/objects" - which are neatly organized in their own sub-folders - as there's no need to keep them around since you can always easily create them again.

    Hope that answers the questions.
    Oliver

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  8. #8
    Hypersuperduper,
    "Render Farm" = Q Render.

    Use that for sequential renders of all the passes uberpass puts out, (edit) on a single machine.
    You would still need those passes output; even if simpy toggles of LW/Octane. Seems it would break down to that as your surfaces are set.

  9. #9
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    Thanks! I’ve never used lightwaves render queue. didn’t even know it had one! Which in retrospect I should have assumed. So setup passes in uberpass -> breakout passes -> render Q -> done. That seems automatic enough.

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    I think I might just have to go and get me some uberpass.
    Last edited by hypersuperduper; 08-10-2019 at 08:29 AM.

  11. #11
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    Quote Originally Posted by UnCommonGrafx View Post
    Hypersuperduper,
    "Render Farm" = Q Render.

    Use that for sequential renders of all the passes uberpass puts out, (edit) on a single machine.
    You would still need those passes output; even if simpy toggles of LW/Octane. Seems it would break down to that as your surfaces are set.
    I picked up UberPass, but I can't get it to store the octane state in the pass. for this to work in an automated fashion, the uberpass needs to remember whether I am using octane or lightwave. when breaking out the passes. In my setup it doesn't seem to be doing that. it stress material changes and stuff but isn't storing the toggle state.

  12. #12
    Quote Originally Posted by hypersuperduper View Post
    I picked up UberPass, but I can't get it to store the octane state in the pass. for this to work in an automated fashion, the uberpass needs to remember whether I am using octane or lightwave. when breaking out the passes. In my setup it doesn't seem to be doing that. it stress material changes and stuff but isn't storing the toggle state.
    Hey Alex, best place for this will be the discord (its in your registration email)... see if you can get on that and we'll see that we can take care of that.. looking into it..

    Edit: Found the bug, fixed & new build sent to you.
    Last edited by oliverhotz; 08-14-2019 at 10:01 AM.
    Oliver

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  13. #13
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    Great thanks! I will use the discord from now on.

  14. #14
    Really interesting thread. Thanks for the video Oliver. I had the same exact same scenario for an urban project (native LW line render pass and Octane beauty one).
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