Hi all,
It's been a looong time since the last update of the export plugin. A lot of things have happened since then and lots of features were added to Octane. Unfortunately most of them are out of reach for the export plugins (at least for now), but some of them are not. So I decided to bring the export plugin to the current state of Octane as much as possible, before I start working on the integrated plugin.
This plugin covers the new command line arguments available in Octane, plus the ability to export animated textures. There is another major update planned, to give you some tools to export instances via scatter node .csv files. But other than that and potentially some bug fix releases there won't be much work happening here anymore. An integrated plugin will (hopefully) be the future of Octane with C4D.
Enough talk, here the change list:
- added selection of the image output format (8bpc PNG, 16bpc PNG, tonemapped OpenEXR and untonemapped OpenEXR)
- added support for different render target nodes - you can create a list of render target node names and switch the export between them - I'm not really happy about the feature -> please let me know if someone comes up with a better solution
- added support for export of animated textures
- export files are now always written into a sub-folder relative to the .ocs directory
- added option to collect all used texture images and store them in the file sub-folder as well
- image formats unsupported by Octane, get automatically converted to PNG (or TIF with older C4D releases) and stored in the files sub-folder
- animation export now always goes only forward in time
- made renaming of exported files from temporary names to the final names more robust
- fixed a bug that didn't let you choose "Interpolate from previous"
- fixed normal export for polygons without a phong tag
- fixed camera target calculation - it's now placed in the focus plane which should make rotation more sensible since the pivot will be where the focus is
Regarding the animated texture export: It was fairly complicated to implement, because I had to reverse engineer the behaviour of the animated texture controls and it took a good deal of trial and error to get this right. There is a good chance, that I messed something up here. Another problem is that Octane doesn't let you update materials that were already exported. To get around this problem, all animated textures will be copied into the export file sub-folder and renamed to a name that doesn't change from frame to frame. This way Octane always uses the same image, but it gets replaced from frame to frame.
For now I've got only the Windows builds since I haven't set up the plugin build environment for Mac OS yet. I hope to get that done tomorrow. I will then update this post to add the Mac plugins.
Ok one last thing: Since I had to make quite some serious changes, not eveything may run perfectly. -> When you update already existing Octane projects, I recommend (for now) that you create a backup of the already existing exports, just in case something goes horribly wrong.
These are the Windows builds of the plugin:
CINEMA 4D R9.6 (32/64bit):
CINEMA 4D R10.1 - R11 (32/64bit):
CINEMA 4D R11.5 (32/64bit):
CINEMA 4D R12 - R14 (32/64bit):
These are the Mac builds of the plugin:
CINEMA 4D R11.0 (32/64bit):
CINEMA 4D R11.5 (32/64bit):
CINEMA 4D R12.0 - R14 (32/64bit):
Happy rendering,
Marcus