at the moment I’m testing Octane for animation use, because the render times in ambient occlusion mode are short and the image quality is very nice. But there is a limit: the time to reload the geometry from frame to frame. I think and hope, that there can be something done. It looks like the first steps need to be done from the McNeel team. Finally all render engines could profit by a quicker information transport.
Could it be possible to send the object transformation info only? So, the object could keeped in RAM/VRAM and needs to be moved there only. Only a few infos would be needed - where is a object placed and how is it turned/scaled. Maybe Andy can help here.
Here a quote from the Octane forum.
[quote=“face_off”][quote]No, not rendering 30 fps, but moving geometry without to wait for a reload of the parts of the scene, that’s my dream. Like I wrote my current animation test scene needs approx. 10 s to reload the geometry for the next frame. If I would buy some graphic cards than the render time per frame could be faster the loading time. So, bring the loading time down to real time interaction should be a big goal of Octane.[/quote]I don’t think Rhino is designed for this type of thing. It’s a modelling app, not an animation app. Something like modo, LW, C4D, Maya, 3ds max will be more capable of this sort of animation control.
Hi Andy - the current Octane animation exporter (for Bongo) takes the approach of loading meshes each frame - since then the plugin does not need to interface with the Bongo API. At the moment I can only see how to get (non-block instance) mesh geometry from RhinoCommon in world space - there doesn’t appear to be a way to get local space coordinates and then get the transform. Are mesh transforms available from RhinoCommon pls?
So, will it be possible to see a transformation data based animation in the next time? Or is much to difficult to implement? If yes, could the McNeel team do something?
I ask this because Pauls says, Rhino is the limit, Andy say, it’s possible. As user I says, the current Octane animation is quite limited - loading times can be longer than render time and motion blur isn’t really usable for medium/high complex models. Maybe there is a chance to get both team together to provide a better animation support.
Micha - I am reluctant to undertake the work required to write a C# wrapper for the C++ Bongo SDK. Firstly, it’s going to take a lot of time (for something with only 2 users of the Octane plugin so far have requested), and secondly, this is really a job for the Rhino/Bongo dev team.
To be clear, Andy is saying that it is not possible for the Octane plugin to obtain object transforms via the RhinoCommon C# API (which the Octane plugin uses). The transforms are only available from the Bongo C++ API.