Octane exporter for C4D version 0.12b (current)

Forums: Octane exporter for C4D version 0.12b (current)
Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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Octane exporter for C4D version 0.12b (current)

Postby abstrax » Fri Sep 21, 2012 4:24 am

abstrax Fri Sep 21, 2012 4:24 am
Hi all,

A small update of the exporter to fix two issues:

- the "collect all image" option in the export dialog gets now initialized correctly when you open an already saved document
- if you select a non-preview render target, Octane should render now the render target with all linked geometry and not only the exported OBJ mesh

These are the Windows builds of the plugin:

CINEMA 4D R10.1 - R11 (32/64bit):
OctaneExport_0.12b_win_r10.1_release.zip
(248.06 KiB) Downloaded 1470 times

CINEMA 4D R11.5 (32/64bit):
OctaneExport_0.12b_win_r11.5_release.zip
(328.53 KiB) Downloaded 1290 times

CINEMA 4D R12 - R14 (32/64bit):
OctaneExport_0.12b_win_r12.0_release.zip
(340.5 KiB) Downloaded 3554 times


These are the Mac builds of the plugin:

CINEMA 4D R11.0 (32/64bit):
OctaneExport_0.12b_mac_r11.0_release.zip
(383.85 KiB) Downloaded 1190 times

CINEMA 4D R11.5 (32/64bit):
OctaneExport_0.12b_mac_r11.5_release.zip
(406.3 KiB) Downloaded 1193 times

CINEMA 4D R12.0 - R14 (32/64bit):
OctaneExport_0.12b_mac_r12.0_release.zip
(439.57 KiB) Downloaded 2042 times


Happy rendering,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Re: Octane exporter for C4D version 0.12b (current)

Postby bepeg4d » Fri Sep 21, 2012 6:08 am

bepeg4d Fri Sep 21, 2012 6:08 am
many thanks marcus :D
i'll test it as soon as i arrive in the office ;)
ciao beppe
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Re: Octane exporter for C4D version 0.12b (current)

Postby lassinger » Fri Sep 21, 2012 7:59 am

lassinger Fri Sep 21, 2012 7:59 am
YES, thank you...! forward, forward...
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Re: Octane exporter for C4D version 0.12b (current)

Postby bepeg4d » Fri Sep 21, 2012 4:17 pm

bepeg4d Fri Sep 21, 2012 4:17 pm
thanks marcus, i was able to export a complete scattered scene with all linked geometry on both mac and pc :D
wonderfull :D
ciao beppe
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Re: Octane exporter for C4D version 0.12b (current)

Postby natalievfx » Fri Sep 21, 2012 8:41 pm

natalievfx Fri Sep 21, 2012 8:41 pm
Just wanted to say thank you for making the exporter if not for you I would have never been able to get these results:)

http://youtu.be/OZxb0y-8JuY
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Re: Octane exporter for C4D version 0.12b (current)

Postby Lyubomir » Fri Sep 21, 2012 9:28 pm

Lyubomir Fri Sep 21, 2012 9:28 pm
Hi Marcus,

Thank you very much for the new plugin updates! :)

With the next plugin release (not the integrated one) is it going to be possible to export nested instances (like: Cloner inside another Cloner) ?
And basically, being able to do MoGraph animations with lots of instances freely with regards to how we combine and animate parameters, objects, modifiers, effectors, etc ?

There is another major update planned, to give you some tools to export instances via scatter node .csv files.
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Re: Octane exporter for C4D version 0.12b (current)

Postby abstrax » Sat Sep 22, 2012 12:02 am

abstrax Sat Sep 22, 2012 12:02 am
Lyubomir wrote:Hi Marcus,

Thank you very much for the new plugin updates! :)

With the next plugin release (not the integrated one) is it going to be possible to export nested instances (like: Cloner inside another Cloner) ?
And basically, being able to do MoGraph animations with lots of instances freely with regards to how we combine and animate parameters, objects, modifiers, effectors, etc ?

There is another major update planned, to give you some tools to export instances via scatter node .csv files.


The plan is the following (don't know yet, if it will work):

You place a OctaneInstance tag onto an object. During the export this object and all it's instances (created by cloners and stuff) will be left out from the main OBJ/MTL file but exported as one separate OBJ/MTL file, plus a CSV file containing the transformation matrices for all the instances that can be used by the scatter node.

You then open the exported scene in Octane, create a render target node, connect a geometry group node to it's mesh input and then the main mesh node and a new scatter node with the geometry group. Then you manually create a mesh node with the instance OBJ file and connect it with the scatter node. You then load the CSV file from the export into scatter node and voila you've got your instances.

The cool thing is that Octane loads the CSV file everytime it opens the project, i.e. we can animate the instances. Since Octane doesn't support multiple materials in a scatter node, all instances will have the same geometry and materials.

I hope that makes sense.

Cheers,
Marcus
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Re: Octane exporter for C4D version 0.12b (current)

Postby bepeg4d » Sat Sep 22, 2012 6:09 am

bepeg4d Sat Sep 22, 2012 6:09 am
very good plan, it will work for sure :D
roelan has talked about of the possibility to add a variation to the scatter node in the future... it would be the perfection
ciao beppe
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Re: Octane exporter for C4D version 0.12b (current)

Postby Lyubomir » Sat Sep 22, 2012 8:32 am

Lyubomir Sat Sep 22, 2012 8:32 am
abstrax wrote:
Lyubomir wrote:Hi Marcus,

Thank you very much for the new plugin updates! :)

With the next plugin release (not the integrated one) is it going to be possible to export nested instances (like: Cloner inside another Cloner) ?
And basically, being able to do MoGraph animations with lots of instances freely with regards to how we combine and animate parameters, objects, modifiers, effectors, etc ?

There is another major update planned, to give you some tools to export instances via scatter node .csv files.


The plan is the following (don't know yet, if it will work):

You place a OctaneInstance tag onto an object. During the export this object and all it's instances (created by cloners and stuff) will be left out from the main OBJ/MTL file but exported as one separate OBJ/MTL file, plus a CSV file containing the transformation matrices for all the instances that can be used by the scatter node.

You then open the exported scene in Octane, create a render target node, connect a geometry group node to it's mesh input and then the main mesh node and a new scatter node with the geometry group. Then you manually create a mesh node with the instance OBJ file and connect it with the scatter node. You then load the CSV file from the export into scatter node and voila you've got your instances.

The cool thing is that Octane loads the CSV file everytime it opens the project, i.e. we can animate the instances. Since Octane doesn't support multiple materials in a scatter node, all instances will have the same geometry and materials.

I hope that makes sense.

Cheers,
Marcus


Yes, sounds like a plan to me. Looking forward to this, Marcus!
i7 2600K, 12GB RAM, GTX 470 x 3, Win 7 64, C4D R11 Studio, VRay, Octane
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Re: Octane exporter for C4D version 0.12b (current)

Postby RayTracey » Sun Sep 23, 2012 11:31 pm

RayTracey Sun Sep 23, 2012 11:31 pm
natalievfx wrote:Just wanted to say thank you for making the exporter if not for you I would have never been able to get these results:)




Nice! How did you make the particles work? Could you give some details on the kernel used and rendertime/hardware?
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