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

Postby macray » Wed Nov 28, 2012 12:38 pm

macray Wed Nov 28, 2012 12:38 pm
Hi guys,

does the plugin also work with the 1.0 release? and if so - why do they advertise some special versions? Are these ones integrated directly in the program and have no more standalone gui? (that would be even better than having to export all the time...)
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Re: Octane exporter for C4D version 0.12b (current)

Postby JackMcRip » Wed Nov 28, 2012 9:44 pm

JackMcRip Wed Nov 28, 2012 9:44 pm
GREAT :mrgreen:

I love Octane in Version 1.0 !
The last month I less use Octane.
It feel much faster and smoother !!!

The Export for Cinema 4D ist great, too!

But I missed Lights when I export.
Why this limitation must be?

EDIT: If I export materials, the color export. And Reflection (Mirror) is export,too.
But If I export transparenz, the color of the material is not exported and the transparenz is ignored.
The Color of lumination wasn't export, too :-(
This could be export to the emitter !?!
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Re: Octane exporter for C4D version 0.12b (current)

Postby abstrax » Wed Nov 28, 2012 10:20 pm

abstrax Wed Nov 28, 2012 10:20 pm
macray wrote:Hi guys,

does the plugin also work with the 1.0 release? and if so - why do they advertise some special versions? Are these ones integrated directly in the program and have no more standalone gui? (that would be even better than having to export all the time...)


Yes, of course will the export plugin work with version 1.0. Nothing has really changed in the way exporters need to work. The image you have seen in the 1.0 release post is a screenshot of a new plugin in development (not by me) that will integrate Octane into C4D.

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

Postby abstrax » Wed Nov 28, 2012 10:30 pm

abstrax Wed Nov 28, 2012 10:30 pm
JackMcRip wrote:GREAT :mrgreen:

I love Octane in Version 1.0 !
The last month I less use Octane.
It feel much faster and smoother !!!

The Export for Cinema 4D ist great, too!

But I missed Lights when I export.
Why this limitation must be?

EDIT: If I export materials, the color export. And Reflection (Mirror) is export,too.
But If I export transparenz, the color of the material is not exported and the transparenz is ignored.
The Color of lumination wasn't export, too :-(
This could be export to the emitter !?!


The material export via OBJ/MTL files is very limited, which is why you have to set up the materials in Octane. The materials exported during the initial export are just there to give you something to start with.

Cheers,
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 JackMcRip » Wed Nov 28, 2012 11:43 pm

JackMcRip Wed Nov 28, 2012 11:43 pm
abstrax wrote:
JackMcRip wrote:GREAT :mrgreen:

I love Octane in Version 1.0 !
The last month I less use Octane.
It feel much faster and smoother !!!

The Export for Cinema 4D ist great, too!

But I missed Lights when I export.
Why this limitation must be?

EDIT: If I export materials, the color export. And Reflection (Mirror) is export,too.
But If I export transparenz, the color of the material is not exported and the transparenz is ignored.
The Color of lumination wasn't export, too :-(
This could be export to the emitter !?!


The material export via OBJ/MTL files is very limited, which is why you have to set up the materials in Octane. The materials exported during the initial export are just there to give you something to start with.

Cheers,
Marcus


Maybe you can get the way with an extra "c4d-octane"-File. There ist written in some more infos about hte materials.
The Name of the materials are right.
In the file you can write the name, and the settings.
In Octane the file is loading and starting a script, that import informations from the extension file.
Or if Octane don't support a script language, maybe this:
After C4D-Plugin save the extension file with the added information of the material. In Octane import the scene. Octane save the scene. An application start to change the octane file and fill in the material infos from extension C4D-Plugin writing file.
Last edited by JackMcRip on Wed Nov 28, 2012 11:58 pm, edited 2 times in total.
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Re: Octane exporter for C4D version 0.12b (current)

Postby abstrax » Wed Nov 28, 2012 11:53 pm

abstrax Wed Nov 28, 2012 11:53 pm
JackMcRip wrote:Maybe you can get the way with an extra "c4d-octane"-File. There ist written in some more infos about hte materials.
The Name of the materials are right.
In the file you can write the name, and the settings.
In Octane the file is loading and starting a script, that import informations from the extension file.
Or if Octane don't support a script language, maybe this:
After C4D-Plugin save the extension file with the added information of the material. In Octane import the scene. Octane save the scene. An application start to change the octane file and fill in the material infos from extension C4D-Plugin writing file.


Please read the Octane manual to understand how the export workflow works. In a nutshell: The exporter exports the scene as OBJ/MTL file combo. The materials in the MTL file are very limited and are meant to give the user a starting point. The user then sets up the materials in Octane (the material system in Octane works very different to the material system in C4D) and saves the scene and closes Octane. If you change the geometry in your C4D file and export again, Octane re-links the materials from the Octane scene file with the new geometry.

Again, please read the manual and try that workflow.

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

Postby JackMcRip » Thu Nov 29, 2012 12:01 am

JackMcRip Thu Nov 29, 2012 12:01 am
Yes of course :-)
But maybe there is a way the get the material export more feeling like in C4D.
Colors, reflection strength, opacity, ect.


I am looking in the Octane file and search at the Material-Name. Here ist "mat".
I found and see that:
Code: Select all
       <NodePin>
        <typename>Mat</typename>
        <id>1</id>
        <pintype>20005</pintype>
        <hasinternalnodegraph>true</hasinternalnodegraph>
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          <name>Mat</name>
          <currentnewnodeid>2</currentnewnodeid>
          <currentnewnodepinconnectionid>1</currentnewnodepinconnectionid>
          <nodes>
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            <name>Mat</name>
            <typename>glossy</typename>
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            <position>0 0</position>
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                <name>diffuse</name>
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                  <parameters>
                   <rgbvalue>0.612066 0.612066 0.612066</rgbvalue>
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              <typename>specular</typename>
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                  <name>specular</name>
                  <typename>floattexture</typename>
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                  <position>0 0</position>
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                   <isloglincapable>false</isloglincapable>
                   <uselogscale>false</uselogscale>
                   <resolution>0.001</resolution>
                   <modified>true</modified>
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              <typename>roughness</typename>
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              <pintype>20000</pintype>
              <hasinternalnodegraph>true</hasinternalnodegraph>
              <basenodeid>1</basenodeid>
              <basenodepinid>0</basenodepinid>
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                <name>roughness</name>
                <currentnewnodeid>2</currentnewnodeid>
                <currentnewnodepinconnectionid>1</currentnewnodepinconnectionid>
                <nodes>
                 <Node>
                  <name>roughness</name>
                  <typename>floattexture</typename>
                  <id>1</id>
                  <position>0 0</position>
                  <parameters>
                   <value>1e-005</value>
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                   <maxvalue>1</maxvalue>
                   <usetexturealphaui>false</usetexturealphaui>
                   <isloglincapable>true</isloglincapable>
                   <uselogscale>true</uselogscale>
                   <resolution>1e-007</resolution>
                   <modified>true</modified>
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              <typename>filmwidth</typename>
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                   <uselogscale>false</uselogscale>
                   <resolution>0.001</resolution>
                   <modified>true</modified>
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              <typename>filmindex</typename>
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                   <uselogscale>true</uselogscale>
                   <modified>true</modified>
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              <typename>bump</typename>
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              <pintype>20000</pintype>
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              <internalnodegraph>
               <NodeGraph>
                <name>bump</name>
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                <currentnewnodepinconnectionid>1</currentnewnodepinconnectionid>
                <nodes>
                 <Node>
                  <name>bump</name>
                  <typename>floattexture</typename>
                  <id>1</id>
                  <position>0 0</position>
                  <parameters>
                   <value>0</value>
                   <minvalue>0</minvalue>
                   <maxvalue>1</maxvalue>
                   <usetexturealphaui>false</usetexturealphaui>
                   <isloglincapable>false</isloglincapable>
                   <uselogscale>false</uselogscale>
                   <resolution>0.001</resolution>
                   <modified>true</modified>
                  </parameters>
                  <inputnodepins>
                  </inputnodepins>
                 </Node>
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               </NodeGraph>
              </internalnodegraph>
             </NodePin>
             <NodePin>
              <typename>normal</typename>
              <id>6</id>
              <pintype>20000</pintype>
              <hasinternalnodegraph>true</hasinternalnodegraph>
              <basenodeid>1</basenodeid>
              <basenodepinid>0</basenodepinid>
              <internalnodegraph>
               <NodeGraph>
                <name>normal</name>
                <currentnewnodeid>2</currentnewnodeid>
                <currentnewnodepinconnectionid>1</currentnewnodepinconnectionid>
                <nodes>
                 <Node>
                  <name>normal</name>
                  <typename>floattexture</typename>
                  <id>1</id>
                  <position>0 0</position>
                  <parameters>
                   <value>0</value>
                   <minvalue>0</minvalue>
                   <maxvalue>1</maxvalue>
                   <usetexturealphaui>false</usetexturealphaui>
                   <isloglincapable>false</isloglincapable>
                   <uselogscale>false</uselogscale>
                   <resolution>0.001</resolution>
                   <modified>true</modified>
                  </parameters>
                  <inputnodepins>
                  </inputnodepins>
                 </Node>
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                <nodepinconnections>
                </nodepinconnections>
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             </NodePin>
             <NodePin>
              <typename>opacity</typename>
              <id>7</id>
              <pintype>20000</pintype>
              <hasinternalnodegraph>true</hasinternalnodegraph>
              <basenodeid>1</basenodeid>
              <basenodepinid>0</basenodepinid>
              <internalnodegraph>
               <NodeGraph>
                <name>opacity</name>
                <currentnewnodeid>2</currentnewnodeid>
                <currentnewnodepinconnectionid>1</currentnewnodepinconnectionid>
                <nodes>
                 <Node>
                  <name>opacity</name>
                  <typename>floattexture</typename>
                  <id>1</id>
                  <position>0 0</position>
                  <parameters>
                   <value>1</value>
                   <minvalue>0</minvalue>
                   <maxvalue>1</maxvalue>
                   <usetexturealphaui>true</usetexturealphaui>
                   <isloglincapable>false</isloglincapable>
                   <uselogscale>false</uselogscale>
                   <resolution>0.001</resolution>
                   <modified>true</modified>
                  </parameters>
                  <inputnodepins>
                  </inputnodepins>
                 </Node>
                </nodes>
                <nodepinconnections>
                </nodepinconnections>
               </NodeGraph>
              </internalnodegraph>
             </NodePin>
             <NodePin>
              <typename>smooth</typename>
              <id>8</id>
              <pintype>20003</pintype>
              <hasinternalnodegraph>true</hasinternalnodegraph>
              <basenodeid>1</basenodeid>
              <basenodepinid>0</basenodepinid>
              <internalnodegraph>
               <NodeGraph>
                <name>smooth</name>
                <currentnewnodeid>2</currentnewnodeid>
                <currentnewnodepinconnectionid>1</currentnewnodepinconnectionid>
                <nodes>
                 <Node>
                  <name>smooth</name>
                  <typename>bool</typename>
                  <id>1</id>
                  <position>0 0</position>
                  <parameters>
                   <value>true</value>
                   <modified>true</modified>
                  </parameters>
                  <inputnodepins>
                  </inputnodepins>
                 </Node>
                </nodes>
                <nodepinconnections>
                </nodepinconnections>
               </NodeGraph>
              </internalnodegraph>
             </NodePin>
             <NodePin>
              <typename>index</typename>
              <id>9</id>
              <pintype>20001</pintype>
              <hasinternalnodegraph>true</hasinternalnodegraph>
              <basenodeid>1</basenodeid>
              <basenodepinid>0</basenodepinid>
              <internalnodegraph>
               <NodeGraph>
                <name>index</name>
                <currentnewnodeid>2</currentnewnodeid>
                <currentnewnodepinconnectionid>1</currentnewnodepinconnectionid>
                <nodes>
                 <Node>
                  <name>index</name>
                  <typename>float</typename>
                  <id>1</id>
                  <position>0 0</position>
                  <parameters>
                   <value>0</value>
                   <minvalue>0</minvalue>
                   <maxvalue>8</maxvalue>
                   <usetextureui>false</usetextureui>
                   <usetexturealphaui>false</usetexturealphaui>
                   <isloglincapable>false</isloglincapable>
                   <uselogscale>false</uselogscale>
                   <modified>true</modified>
                  </parameters>
                  <inputnodepins>
                  </inputnodepins>
                 </Node>
                </nodes>
                <nodepinconnections>
                </nodepinconnections>
               </NodeGraph>
              </internalnodegraph>
             </NodePin>
            </inputnodepins>
           </Node>
          </nodes>
          <nodepinconnections>
          </nodepinconnections>
         </NodeGraph>
        </internalnodegraph>
       </NodePin>
       <NodePin>


It is looking like it is possible to change the material settings after import in octane, and save with octane.
Maybe, with the C4D-Plugin!?

Please don't be angry at me.
I try to help ;-)
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Re: Octane exporter for C4D version 0.12b (current)

Postby abstrax » Thu Nov 29, 2012 12:35 am

abstrax Thu Nov 29, 2012 12:35 am
JackMcRip wrote:Yes of course :-)
But maybe there is a way the get the material export more feeling like in C4D.
Colors, reflection strength, opacity, ect.
...
It is looking like it is possible to change the material settings after import in octane, and save with octane.
Maybe, with the C4D-Plugin!?

Please don't be angry at me.
I try to help ;-)


The OCS file format is not open and is subject to changes, which is why exporters should neither write nor modify OCS files. Of course, you can do whatever you want in your own plugins, but I won't change the exporter, because it's pretty much guaranteed to break in the future.

Maybe keep an eye on this site, because there is currently an integration plugin for C4D in the making, which (hopefully) will allow you to do what you want.

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

Postby JackMcRip » Thu Nov 29, 2012 8:31 am

JackMcRip Thu Nov 29, 2012 8:31 am
because there is currently an integration plugin for C4D in the making, which (hopefully) will allow you to do what you want


sounds nice :D
Thanks for your time and work!
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Re: Octane exporter for C4D version 0.12b (current)

Postby indexofrefraction » Fri Nov 30, 2012 9:53 am

indexofrefraction Fri Nov 30, 2012 9:53 am
abstrax wrote:...
Maybe keep an eye on this site, because there is currently an integration plugin for C4D in the making, which (hopefully) will allow you to do what you want.
Marcus

to render from within c4d (like the max plug) ?
that would be great !!!!
any rough release date for that?
:)
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