MOI3D to Octane Render Tutorial
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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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 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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 From:  Phil (PHILBO)
3472.58 In reply to 3472.57 
In defense of Radiance, he is under tremendous pressure to give everyone their "pet" feature whether its MLT, animation support, multi-GPU, normal smoothing etc. He's working 16 hour days programming, trying to implement as many features as possible for the widest audience. He is stressed, there is no doubt. But he is also blazing a trail where few have gone (GPU based, extremely parallel programed ray tracers.) Octane Render offers many great, unique features and I am confident that Octane Render will still be a strong choice for MOI users in the future. It just may not be high on the priority list to resolve this smoothing issue, currently.

I'm sorry for the way that Paq was treated as he is indeed a great artist and I've always enjoyed his contributions to the community. I also thank all the users who posted examples and files for us to try to resolve any issues and for Michael's contributions.

Sincerely:

Phil Beauchamp
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 From:  ed (EDDYF)
3472.59 
Octane a beta program. It's intro price is low to encourage people to begin working with it. At the same time, users are invited to share feedback. I think everyone who has participated in this thread has done so because they want to see this fantastic program reach it's full potential.

As an owner of MoI and Octane, I hope both programs will become fully compatible. Radiance has done a lot of development in a very short time with new features coming out weekly and even daily. It's obvious he works long hours. I think to prevent burn-out, a developer has to realize you can't get everyone's pet feature in at once. Prioritize, let people know your priorities, and enjoy building your creation.
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 From:  Michael Gibson
3472.60 In reply to 3472.58 
Hi Phil, there are definitely a lot of really cool things about Octane, no doubt about that!

I think the main reason why people keep pressuring to get the vertex normals straightened out is because they really like it and want to use it.

- Michael
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