cwalrus Posted December 14, 2015 Share Posted December 14, 2015 Hi peeps - The viewport renders my pyro sim in an instant, and looks pretty much the way I want the final to look. However, with Mantra PBR it takes about 16 minutes per frame (!). What kind of render settings will get you the viewport's look? Is there a way to include the alpha in Flipbook? thanks! Quote Link to comment Share on other sites More sharing options...
merlino Posted December 14, 2015 Share Posted December 14, 2015 I think you can put the Backgroud as "Dark" in Display options, use the flipbook from the cam putting in the size settings the resolution you want and enabling the Crop Out View Mask Overlay ... I tried with the OpenGL output node but the quality is different. Hope this helps and I also hope there's a better way using the OpenGL output node Cheers! Quote Link to comment Share on other sites More sharing options...
cwalrus Posted December 14, 2015 Author Share Posted December 14, 2015 (edited) hmm.. trying to get this to work - the OpenGL output node was a good idea, but it doesn't render an alpha channel....that I'm aware of? Oh WAIT! it worked ! Alpha channel shows up now I just need to get rid of the wireframe bounding boxes that display in the render - any idea? Edited December 14, 2015 by cwalrus Quote Link to comment Share on other sites More sharing options...
merlino Posted December 14, 2015 Share Posted December 14, 2015 (edited) Try deselecting the pyro import node, or select a node with the display flag disabled. It should works, I hope! EDIT: Oh! And remember to disable the Origin Gnomon in Display Options Edited December 14, 2015 by merlino Quote Link to comment Share on other sites More sharing options...
cwalrus Posted December 14, 2015 Author Share Posted December 14, 2015 I tried that, doesn't work - there always seems to be a bounding box around them (they are just imported .bgeo sequences) I feel like it's in the display options under "Guides" , but the choices are greyed out / unselectable. Quote Link to comment Share on other sites More sharing options...
Georgie Posted December 14, 2015 Share Posted December 14, 2015 The bounding box shows up because you're in Wire Shaded mode. Press Shift+W. Quote Link to comment Share on other sites More sharing options...
cwalrus Posted December 14, 2015 Author Share Posted December 14, 2015 no - i checked that. Smooth shaded mode... Quote Link to comment Share on other sites More sharing options...
merlino Posted December 14, 2015 Share Posted December 14, 2015 (edited) And if you deselect "object Selection" in "Guides" "Selection" what happens? Also, makes sure there's no pyro/dop network with the Display Flan On EDIT ... Flan .... ahah ... yeah ... I'm hungry Edited December 14, 2015 by merlino Quote Link to comment Share on other sites More sharing options...
cwalrus Posted December 14, 2015 Author Share Posted December 14, 2015 (edited) Archive.zip Nothing happens - i actually went through as a test and deselected everything in display options. Also there are no Pyro nodes in this scene. Nothing but the .bgeos and lights. Let me reduce it and upload it....Maybe it's because I'm on a Mac? Edited December 14, 2015 by cwalrus Quote Link to comment Share on other sites More sharing options...
cwalrus Posted December 14, 2015 Author Share Posted December 14, 2015 (edited) That's just one frame of the .bego sequence for upload's sake Not like this is going to show you what my preferences are... but at least you can see if you can get the bounding boxes to turn off at your end....? Edited December 14, 2015 by cwalrus Quote Link to comment Share on other sites More sharing options...
merlino Posted December 14, 2015 Share Posted December 14, 2015 That's weird ... if I open your file and correctly load the bgeo I can see in in the viewport without bounding box. Finally are you using the openGL node or the flipbook solution? Quote Link to comment Share on other sites More sharing options...
malexander Posted December 14, 2015 Share Posted December 14, 2015 If you're flipbooking, you can turn on "Render Beauty Pass Only" to get rid of all the decorations (grid, handles, etc) and background. I usually append a Delete SOP to the imported DOP volume and delete all polygons. That gets rid of the cage. Quote Link to comment Share on other sites More sharing options...
cwalrus Posted December 14, 2015 Author Share Posted December 14, 2015 Ok - this is whackypants now. It's baked into the sim! Merlino, when you said that I double-checked it and realized I had given you the wrong .bgeo frame. Attached is the correct one. Compare it with that other one. In answer to your other question, I'm trying both the OpenGL output and Flipbook - whatever works ! Mark A., I dove into the Geo node, and put a "Delete" sop on it, and can't get the lines to go away, no matter what I choose. nuke_sim_v001.0015.bgeo.zip Quote Link to comment Share on other sites More sharing options...
Guest tar Posted December 14, 2015 Share Posted December 14, 2015 delete node - group = bbox Quote Link to comment Share on other sites More sharing options...
cwalrus Posted December 14, 2015 Author Share Posted December 14, 2015 That worked! Somehow the BBox was baked into the sim / bgeo sequence. This is why I am so grateful for you guys and this forum- how else in the world would I have figured that out ??!? thanks guys Quote Link to comment Share on other sites More sharing options...
Guest tar Posted December 14, 2015 Share Posted December 14, 2015 Glad it worked out! I've already an Rfe in to change the Pyro domain bounding box geometry to Guides so this can be more easily toggled off, for OpenGL renders et al. Rfe #71443. Quote Link to comment Share on other sites More sharing options...
magneto Posted December 15, 2015 Share Posted December 15, 2015 I am also interesting in this but I am not satisfied with the viewport renderings for final render. How can you get the same look of the viewport for volumes but in Mantra without spending too much time? How to achieve this using the various render settings? Quote Link to comment Share on other sites More sharing options...
Atom Posted December 15, 2015 Share Posted December 15, 2015 (edited) There is some info here about rendering passes and adding color to OpenGL renders. Yes, OpenGL full color pyro! Edited December 15, 2015 by Atom Quote Link to comment Share on other sites More sharing options...
fathom Posted December 15, 2015 Share Posted December 15, 2015 That worked! Somehow the BBox was baked into the sim / bgeo sequence. This is why I am so grateful for you guys and this forum- how else in the world would I have figured that out ??!? thanks guys The bbox (and other guide stuff) is baked into the dop if you just pull all the dop data (also depends on what is set to visualize in your dop net). if you do a dop import fields, you'll just get the volume data. 1 Quote Link to comment Share on other sites More sharing options...
fathom Posted December 15, 2015 Share Posted December 15, 2015 I am also interesting in this but I am not satisfied with the viewport renderings for final render. How can you get the same look of the viewport for volumes but in Mantra without spending too much time? How to achieve this using the various render settings? maybe volume slices aligned to the camera... Quote Link to comment Share on other sites More sharing options...
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