MOI3D to Octane Render Tutorial
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 From:  Michael Gibson
3472.38 In reply to 3472.37 
Hi Pilou, those look cool! But if you examine it closely I think you can see some of the artifacts being discussed.

For example here it looks like a visible seam appearing in the shading:



And here it looks like a sudden jagged bounce in the reflection:




Those are the kinds of imperfections that would actually be gone if vertex normals were being handled properly. It kind of gives an appearance of bumps or creases in those areas when probably the actual NURBS model was actually silky smooth there.


It's really sad to have such great quality for many of the other aspects of the rendering, but have problems in what is actually a really basic area.

- Michael

EDITED: 26 Apr 2010 by MICHAEL GIBSON


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 From:  Frenchy Pilou (PILOU)
3472.39 In reply to 3472.38 
sure :)
---
Pilou
Is beautiful that please without concept!
My Gallery
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 From:  Michael Gibson
3472.40 
Here is another really simple test - this one just has 1 single polygon in it so I don't think it can get any more simple than this.

I made a curved surface that looked like this:



But then meshed it with a really coarse angle setting to make just one polygon from it. But the vertex normals on the corners of that polygon will still be angled off to the sides (along the NURBS surface normals there) to give it the same kind of shading as the curved surface instead of it looking like a flat plane, here is what the mesh looks like when saving out from MoI:



Here is what it looks like when loaded into Cinema4D - note that even though it is a single flat polygon it has a kind of curved shading to it due to the vertex normals pointing off at angles:




The file is attached here as SingleCurvedPolygon.obj , can someone please load that into Octane and post what a rendering of it looks like? Does it look like a totally flat plane or does it have a gradient on it that looks similar to the original curved surface?

- Michael

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 From:  Jamie (FUTUREPROOF)
3472.41 In reply to 3472.40 
Hi Michael

Unfortunately as flat as a pancake. I sure though it will be solved in time. I think this issue must be high up on the priority list for Octane now.

Jamie
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 From:  Michael Gibson
3472.42 In reply to 3472.41 
Hi Jamie, thanks for testing that.

So yeah, there is absolutely no indication of the actual vertex normals being used there for the shading whatsoever.

It's pretty obvious that only the face normal is being used to shade it.

That would probably be a good example to send over, since it is so simple with just 1 polygon in it.


Did you use any particular import options into Octane for that render? There is something like a "Use smooth groups" option, was that option enabled or disabled?


- Michael
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 From:  Jamie (FUTUREPROOF)
3472.43 In reply to 3472.42 
I have posted it on the octane thread and pointed them to this thread as well. I tried all the options for using vertex normals, smoothing groups but the result was the same. I opened it in rhino and the vertex normals are visible. It really does seem octane is not reading them at all.

Hopefully they can get it worked out because the render quality and speed are great.

jamie
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 From:  radiance
3472.44 In reply to 3472.40 
Hi,

How is this flat polygon supposed to be shaded curved ???

all supplied vertex normals point in the same direction.

o object1
g object1
v 0.00000000 -0.00000003 3.13267816
v 0.00000000 0.00000008 -11.46117186
v 33.88950663 0.00000008 -11.46117186
v 33.88950663 -0.00000003 3.13267816
vt 0.00000000 1.00000000
vt 0.00000000 0.00000000
vt 1.00000000 0.00000000
vt 1.00000000 1.00000000
vn 0.00000000 -0.70710678 -0.70710679
vn 0.00000000 -0.70710679 0.70710678
vn 0.00000000 -0.70710679 0.70710678
vn 0.00000000 -0.70710678 -0.70710679
s 1
f 1/1/1 2/2/2 3/3/3 4/4/4
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 From:  Jamie (FUTUREPROOF)
3472.45 In reply to 3472.44 
I dont know how it works but see attached image one is the single poly michael provided the other is a flat poly. You can see the reflections are totally different. Also the other pic is the opengl viewport in rhino and it is showing the normal direction.

regards

Jamie
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Size: 42.8 KB, Downloaded: 63 times, Dimensions: 969x576px
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 From:  Jamie (FUTUREPROOF)
3472.46 In reply to 3472.44 
Hi Radiance

I made a single flat poly in MoI. The vertex normals are totally different.

mtllib SingleflatPolygon.mtl
o object1
g object1
v 0.00000000 3.13267827 -0.00000008
v 0.00000000 -11.46117210 -0.00000008
v 33.88950729 -11.46117210 -0.00000008
v 33.88950729 3.13267827 -0.00000008
vt 1.00000000 1.00000000
vt 0.00000000 1.00000000
vt 0.00000000 0.00000000
vt 1.00000000 0.00000000
vn 0.00000000 0.00000000 1.00000000
vn 0.00000000 0.00000000 1.00000000
vn 0.00000000 0.00000000 1.00000000
vn 0.00000000 0.00000000 1.00000000
s 1
usemtl Default
f 1/1/1 2/2/2 3/3/3 4/4/4
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 From:  steve (STEVE_HOME)
3472.47 In reply to 3472.44 
Hi radiance,

>>all supplied vertex normals point in the same direction.<<

They do not.

Check the "-"(negative) in front (of only some)of the values.
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 From:  ycarry
3472.48 
Thea Render:

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 From:  OSTexo
3472.49 
Hello,

I got the same result as ycarry in TheaRender. If Octane doesn't pan out I can always wait to get GPU capability in 1.3. That kind of stinks since the new GPU is on it's way and from the videos I think I'll like the OR GUI a little better then TR.
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 From:  TwinSnakes
3472.50 
Okay, that's very sad. This dude cant tell the difference between Vectors? Is Octane using absolute values or something?

And further to the point..if you're the new kid on the block and you're in "Beta", dont upset your testers when they find a bug that saves you from your customers finding it in Production. Just fix the bug and thank your testers for finding it.
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 From:  PaQ
3472.51 In reply to 3472.50 
Nice, I've been banned from the customer Octane forum :P

[QUOTE]

I've decided to refund you're license after reading your posts on the moi3d forum.
i spent 2 days working on a smoothgroup implementation to get your welded superball model rendered,
and yet you post such disrespectfull things...

[QUOTE]

I spent 2 days of posting examples/test/rendering comparaison ... well lets turn the page.
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 From:  Frenchy Pilou (PILOU)
3472.52 In reply to 3472.51 
That is surrealistic :)
Way to the perfection is some tortuous :)
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 From:  ed (EDDYF)
3472.53 
Michael's single polygon rendered in KeyShot. Matte clay material. Brightness and gamma settings at default.


Ed

EDITED: 27 Apr 2010 by EDDYF

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 From:  vodkamartini
3472.54 In reply to 3472.51 
I'm speechless.
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 From:  ycarry
3472.55 
:^o
Paq, its a private pm? its... true?

je suis sans voix ! (j'allai dire sur le q)

Have a good MoI import is a must, IMO
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 From:  Michael Gibson
3472.56 In reply to 3472.44 
Well, I tried my best... I can't really think any more simple example to make than the single polygon one.

Just for the record and as others noted above, the 4 vertex normals in the single polygon example are not all the same, there are different signs between the z values:

vn 0.00000000 -0.70710678 -0.70710679
vn 0.00000000 -0.70710679 0.70710678
vn 0.00000000 -0.70710679 0.70710678
vn 0.00000000 -0.70710678 -0.70710679


You're just going to keep on getting bug reports from users of many different CAD programs until this issue is resolved though. It would really save so much effort in the long run to have it fixed up sooner rather than later.

- Michael
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 From:  BurrMan
3472.57 In reply to 3472.56 
I have seen alot of PAQ's work in many places. I think He is a monster renderer. This is the guy I would want on my side.

It must be alot of pressure. Maybe there is room to realize an "ooops" and an apology for PAQ. I was trying to find the disrespect, but found none.

EDITED: 27 Apr 2010 by BURRMAN

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