Non-offical Blender 2.56 plugin

Forums: Non-offical Blender 2.56 plugin
Blender (Export script developed by yoyoz; Integrated Plugin developed by JimStar)

Re: Non-offical Blender 2.56 plugin

Postby yoyoz » Tue Jan 11, 2011 11:17 am

yoyoz Tue Jan 11, 2011 11:17 am
Please find new version (0.41) of the script on inital post.
Enjoy!
Yoyoz
Desktop: Ubuntu 13.04 x64 - i7-3770K @ 3.5GHz - 32GB DDR3 - GTX670 2048MB
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
User avatar
yoyoz
Licensed Customer
Licensed Customer
 
Posts: 451
Joined: Sat Dec 25, 2010 9:59 am
Location: Belgium

Re: Non-offical Blender 2.56 plugin

Postby steveps3 » Tue Jan 11, 2011 12:23 pm

steveps3 Tue Jan 11, 2011 12:23 pm
wow, we are being treated!

All we need now is Octane 2.4 and my week will be made.
(HW) Intel i7 2600k, 16GB DDR3, MSI 560GTX ti (2GB) x 3
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
User avatar
steveps3
Licensed Customer
Licensed Customer
 
Posts: 1118
Joined: Sat Aug 21, 2010 4:07 pm
Location: England

Re: Non-offical Blender 2.56 plugin

Postby SamCameron » Tue Jan 11, 2011 6:24 pm

SamCameron Tue Jan 11, 2011 6:24 pm
Thank you Yoyoz for tweak my scene, I'm going to test it right now, and thanks for your plugin, it's really awesome, do you think would be possible to render particles without the instancer modifier?
SamCameron
Licensed Customer
Licensed Customer
 
Posts: 162
Joined: Sun Jan 02, 2011 12:58 pm

Re: Non-offical Blender 2.56 plugin

Postby SamCameron » Wed Jan 12, 2011 3:09 am

SamCameron Wed Jan 12, 2011 3:09 am
By the way Yoyoz, I think in the last version it miss the folder icon to select the directories. (Check the attached file)
Attachments
miss.PNG
SamCameron
Licensed Customer
Licensed Customer
 
Posts: 162
Joined: Sun Jan 02, 2011 12:58 pm

Re: Non-offical Blender 2.56 plugin

Postby yoyoz » Wed Jan 12, 2011 6:13 am

yoyoz Wed Jan 12, 2011 6:13 am
Fixed with v0.42. Thanks for pointing out this, I should have better tested while playing with UI properties :-)

Regarding the particle system, I don't know where it's going and I don't know the reason for the move. For sure we must have particles rendered as meshes for use in Octane, but on the other hand I wonder what's the benefit of instancing instead of the 'traditional' old way. I also lack experience with Blender to get a real opinion...
Desktop: Ubuntu 13.04 x64 - i7-3770K @ 3.5GHz - 32GB DDR3 - GTX670 2048MB
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
User avatar
yoyoz
Licensed Customer
Licensed Customer
 
Posts: 451
Joined: Sat Dec 25, 2010 9:59 am
Location: Belgium

Re: Non-offical Blender 2.56 plugin

Postby SamCameron » Wed Jan 12, 2011 11:58 am

SamCameron Wed Jan 12, 2011 11:58 am
Thanks for the fix Yoyoz, one question... what is left to do with your script? cause at the moment looks very steady and completed, what is in your TO-DO's list?
SamCameron
Licensed Customer
Licensed Customer
 
Posts: 162
Joined: Sun Jan 02, 2011 12:58 pm

Re: Non-offical Blender 2.56 plugin

Postby yoyoz » Wed Jan 12, 2011 12:25 pm

yoyoz Wed Jan 12, 2011 12:25 pm
Well, yes it looks stable but here are some topics I'd like to address:

- I still have to figure out how to apply presets. The original code from Enrico can't work anymore with 2.56 because it's no more possible to alter setting/parameters from the drawing part of the interface. I don't know if it's a change made by the Blender team or a bug within the new API. As callbacks seems not supported either at the moment I'm still looking for a workaround.

- user-defined presets: if I can fix the previous one I'll investigate here. No emergency here as it would anyway not allow users to save significant time in their workflow. Just nice to have.

- more fool-proof checking to warn user at an early stage something is wrong (such as bad texture names or non-existing paths)

- code cleanup: I'm trying to split out as many functions as I can to make the code more readable and easier to maintain. It should also make new command line options of Octane easier to implement (if any).

- Camera animation: I should be able to quickly implement this one as soon as I'm done with code cleanup. The goal is to start animation rendering without exporting OBJ/MTL for each frame, assuming you want to make a 'camera travel' into a static scene. For those who need that, it can save hudge amount of time. I've a reference scene that takes 30 secs to export on my i7 (particles+subsurf), which means a camera-only anim of 30 secs @ 25fps would render 30x30x25 seconds faster, ie 6h15min...

- make people understand/believe Blender is a working solution for professional users and that open-source addicts like me are willing to pay for good commercial software such as Octane :-)

My main concern is to avoid as much as possible code regression as I understand some people need the script to save time in their workflow and at the same time want to have the benefit of 2.56 instead of using the stable couple Blender 2.49+official script.
Desktop: Ubuntu 13.04 x64 - i7-3770K @ 3.5GHz - 32GB DDR3 - GTX670 2048MB
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
User avatar
yoyoz
Licensed Customer
Licensed Customer
 
Posts: 451
Joined: Sat Dec 25, 2010 9:59 am
Location: Belgium

Re: Non-offical Blender 2.56 plugin

Postby SamCameron » Wed Jan 12, 2011 1:11 pm

SamCameron Wed Jan 12, 2011 1:11 pm
I have been working with 2.49 script, but now your script is SO good that I don't need anymore the 2.49 script, so thank you ;) , what I really miss is the possibility of render objects groups, do you know if it's possible?
SamCameron
Licensed Customer
Licensed Customer
 
Posts: 162
Joined: Sun Jan 02, 2011 12:58 pm

Re: Non-offical Blender 2.56 plugin

Postby yoyoz » Wed Jan 12, 2011 1:17 pm

yoyoz Wed Jan 12, 2011 1:17 pm
I'll tell you as soon I as get an idea about what you're talking about :o
Honestly, no clue what object groups could be but I'll have a look.
Desktop: Ubuntu 13.04 x64 - i7-3770K @ 3.5GHz - 32GB DDR3 - GTX670 2048MB
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
User avatar
yoyoz
Licensed Customer
Licensed Customer
 
Posts: 451
Joined: Sat Dec 25, 2010 9:59 am
Location: Belgium

Re: Non-offical Blender 2.56 plugin

Postby SamCameron » Wed Jan 12, 2011 1:27 pm

SamCameron Wed Jan 12, 2011 1:27 pm
Here's an scene file:
Attachments
groups.zip
(60.67 KiB) Downloaded 282 times
SamCameron
Licensed Customer
Licensed Customer
 
Posts: 162
Joined: Sun Jan 02, 2011 12:58 pm
PreviousNext

Return to Blender


Who is online

Users browsing this forum: No registered users and 24 guests

Fri Apr 26, 2024 6:05 pm [ UTC ]