Page 19 of 21

Re: Beta 2.2 RC1: Blender 2.49 Export Script testing thread

PostPosted: Thu Nov 18, 2010 12:24 pm
by face
Everyone has the problem that the Octane result not match the result from other 3D-apps.
There is a percental offset to the lower left or right image edge.
The bigger the image size, the bigger the offset.
I know that radiance know the issue...

face

Re: Beta 2.2 RC1: Blender 2.49 Export Script testing thread

PostPosted: Thu Nov 18, 2010 1:22 pm
by danvica
Well, I wouldn't remove that option. Could be usefull.

Now I'm just checking your script. I hope you don't mind but actually I'm new to phyton so...

I just debug it a little and the frame counter is updated, the animation flag is set but I still have the same problem. It "seems" that Blender doesn't set the correct frame.

BTW What is the octaneWriteBatch var ?

Re: Beta 2.2 RC1: Blender 2.49 Export Script testing thread

PostPosted: Thu Nov 18, 2010 2:32 pm
by danvica
Not from the programming side but just looking at the console: the exporter calls Octane with the same mesh file (ex.: testscene.obj) as the single frame render.

Doesn't have to call it with testscene_anim.obj ?

Re: Beta 2.2 RC1: Blender 2.49 Export Script testing thread

PostPosted: Thu Nov 18, 2010 2:36 pm
by danvica
As a test I modified the script removing the "_anim" assignement and it works :D

But I still don't know why I'm the only one having this problem...

A very small thing: using 'Blender.Scene.GetCurrent().update(1)' instead of Blender.Redraw(1) is much more reliable. I found it usefull.

Re: Beta 2.2 RC1: Blender 2.49 Export Script testing thread

PostPosted: Fri Nov 19, 2010 7:56 am
by lechu
enricocerica wrote:Could you give more details about those problems as I really can't point them ?


Here are the example renders, one from Octane and z-depth pass from Blender (rendered in doubled resolution, gaussian blur filter with 1px radius, and then scaled to 1200x800).

Re: Beta 2.2 RC1: Blender 2.49 Export Script testing thread

PostPosted: Sun Nov 21, 2010 5:46 pm
by madcoo
Hi all!
I just wanted to quickly post a "public Thank You" to JAMES, for making the Blender Animation Exporter tutorial !!!

I hadn't had enough time to get into it so far, but thanks to you James i've been able to make my first animation video!
Many thanks !!!

There it is :
http://www.youtube.com/watch?v=8ikOY01Vars

Modelling done in Blender.
461 frames
5 hours of rendering (resolution 512x256 / 256 spp)

Re: Beta 2.2 RC1: Blender 2.49 Export Script testing thread

PostPosted: Sun Nov 21, 2010 5:54 pm
by face
Nice job ;)
One criticism, i think the blend between the camera keyframes is to hard.
Maybe you can blend them softer, then it looks of one pice.

face

Re: Beta 2.2 RC1: Blender 2.49 Export Script testing thread

PostPosted: Sun Nov 21, 2010 7:22 pm
by madcoo
I totally agree with you Face, thanks for the crit ;)
In fact in Blender's video sequencer I tried to "soften" the transitions but didn't succeed...
:(

Anyway it was a "first try", I'll do better next time, I promise !!!
:lol:

Cheers,

Madcoo

Re: Beta 2.2 RC1: Blender 2.49 Export Script testing thread

PostPosted: Sun Mar 13, 2011 2:39 pm
by Alain
Hi

I have a particle object with some stoneobjects distributed on it.

But when I export to Octance the stones do not appear.
I converted it into a mesh. But the stones still don't appear in Octane, only the Emitter-Object is visible.

If I render them with the Blender intern Renderer the stones are visible.

Does anybody have an idea what I do wrong ?


Kind regards
Alain

Re: Beta 2.2 RC1: Blender 2.49 Export Script testing thread

PostPosted: Mon Mar 14, 2011 7:52 am
by matej
@Alain, the object that is used for visualizing your particles must be on the active layers when you export