Need help with Bullet physics and octane render
anomalaus last edited by
@gsfcreator I'd suggest you search this forum for render settings threads. There is lots of information out there, but until you find a comparison thread which looks at what various settings do, it's almost too much to take in. For instance, Bucket Size. Lots of people have systems with top-end GPUs that can make use of large bucket sizes efficiently. I'm on a Mac. AMD GPU support is severely wanting to the point that I don't get the choice to render with GPU (apart from hardware acceleration of Preview shading). It took me some thrashing with a simple scene and looking at the Message log and it's information on how long renders took to work out that large bucket sizes actually took longer to render (despite having 32GB RAM in my system). I even tried really small values, but it turned out that the optimal render efficiency came with the default of 64, on my iMac.
This is one of those things that the manual could do much better on, by describing a 'vary a single parameter then measure' process. The manual is also sadly lacking in sufficient examples of a type which will help the user learn for themselves, and also missing comments on how to use specific shader nodes and what render settings (bounce limits of various types) relate to that shader.
I've just found myself having to trawl blender sites for cycles documentation on how to properly use the SuperFly HairBSDF node. Unlike the FireFly Hair node, which pretty much does everything, HairBSDF has two different "Component" settings, Reflection and Transmission. To get the full effect, you actually have to use two HairBSDF nodes, one for each Component, and then use a MixClosure node to combine them, with the mix factor driven by either the Transmission or Reflection output of a LightPath node (A fact which was still unstated in the Cycles doco due to it's blinding obviousness to the documentation writers [yet took me a while to infer/guess])!
that's a pain to go through. Unless I'll have no choice (like the issue I have right now with bullet-physics and octane...which I hope I'll find a solution for) I'd rather just use octane.
I have no idea what issue you have, it works fine for me
Try a simple thing like a ball bouncing on the ground.
@wimvdb I'm doing the simplest simulation with cloth material. look:
- socks into scene. open BP:
calculate simulation, default. this is how the socks end up (falling on the ground, folding onto themselves):
open octane render, at frame 30, render, and this is what I get:
octane don't get the data of the vertices deformations. I know it's not just an issue I have, because paul did said that he knew about this and contacted smith micro years ago, to no avail :(. I don't know what you did with the ball...gonna try. but that's what happens when you do a cloth simulation.
eclark1849 last edited by
@gsfcreator I'm not exactly sure what you're mad about. Your sim's working perfectly. You have them set on soft body and they're crumpling to the floor. My socks do that in the real world. If you want the socks to stand on their own open Rigid bodies and check the socks there.
@gsfcreator Workaround spawn a morph-target, resave to lib, load and dial simmed morph in, see if it renders in Octane then.
gsfcreator last edited by gsfcreator
@eclark1849 there is nothing wrong with the simulation, my friend. as I explained, the problem is not with the simulation in poser (it's perfect, as you said, and I never said anything about it...). the problem is with octane not getting the simulation's information regarding the vertices deformations, and thus - not rendering it...(look at my post above: frame 30 in poser's viewport shows the deformed socks - perfect. octane renders the socks as if nothing had happened...and it's NOT a problem with octane. it's a problem with poser.
and I'm not mad about anything. I'm just trying to solve an (important, at least for me...) issue...;) :).
eclark1849 last edited by
@gsfcreator Does Octane read Bullet Physics Sims? Can you run the sim in Octane?
@Biscuits pardon my ignorance, but can you be more elaborate? :) I didn't messed around with morphs too much...
@gsfcreator In the menu under figure or object, you can spawn the simulated deformation as a morph.
That way you "bake" the vertices deformation in.
@eclark1849 I'm referring to the octane plugin. it's just a render engine - you can't "play" the preview (as far as I know...) in the viewport. you can only render (which is what it was meant to do...). all I do in octane is dealing with the rendering phase (mainly materials, lights and render settings.). but octane is not getting the simulation information when I render, so it's safe to say that it can't play the simulation (because it doesn't get the information from poser...)
wait, let me copy-paste what paul from Otoy said:
maybe this will explain the problem better...
@gsfcreator I think I know what it is.
Are the socks a figure?
@wimvdb yes! :O
@gsfcreator I think that is where the problem is.
The calculate in bullet physics uses the clothroom method to store the simulation, and i do not know if the octane plugin can handle a figure as collision item.
if you convert to obj it will work and render, but it may need to be welded.
Or Paul is right and he does not get the vertex data for figures
@wimvdb I'd love to try, wim! How do I convert a figure into a prop? (that's what You meant, right?)
@gsfcreator Export as obj, then import it again. Make sure the welded options are checked when importing.
If the welding does not work as expected, you may need a modeler to weld it.
Or find a prop version of the socks.
Wim, have I already told you you are god send archangel to the poser community???? :O
problem - solved!!!! genius!!!!! <3 :))))))))
raven last edited by
Don't know if it would help but Wardrobe Wizard also has a 'Convert Figure To Prop' option too.
Start WW, Utilities->Prop
@raven great Info, raven, thx!!! :)