Need help with Bullet physics and octane render
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!!! :)