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Re: Beta 2.2 RC1: Blender 2.54 Export Script testing thread

PostPosted: Tue Nov 16, 2010 5:42 am
by enricocerica
Ok thanks Dave62,

About the UV problem, Octane doesn't take care about clip/repeat/..., it should always use the repeat one indeed.
Do you mean that when using the obj export script you don't meet the same UV problem you have when using the Octane export script ?

Re: Beta 2.2 RC1: Blender 2.54 Export Script testing thread

PostPosted: Tue Nov 16, 2010 9:46 am
by dave62
hi enrico,

thx for your reply.

I am not shure if i could made this clear in my previous post.
One problem was that clip/repeat/.. is generally ignored by octane. The other, the main problem was the not updated uv changes i made in blender during export via your script.

I never encountered similar problems with the direct obj export before.
but..
..now i got some proof that it got to do something with my scene/blendfile: When i export my scene with the obj exporter (2.55) everything seems to work fine, but when i load the objmesh into octane, it crashes reproduceable...:(

hmm as workaround for my crippled scene:...do you know any script/tool for blender 2.5x which will remove all mat/tex/uv links from the meshes/datablocks, because in my scene there are a lot and i dont want to delete all by hand. Or is it possible while load/append them in blender to ignore all mat/tex/etc?

Thank you for all your efforts!

best regards dave

Re: Beta 2.2 RC1: Blender 2.54 Export Script testing thread

PostPosted: Thu Nov 18, 2010 2:42 pm
by the_nautilus
Just noticed that linked group objects won't export to Octane unless I first 'link group objects to scene' from the outliner.

Re: Beta 2.2 RC1: Blender 2.54 Export Script testing thread

PostPosted: Fri Nov 19, 2010 9:11 am
by dave62
hi,
i still got some strange problems using blender build32738 (just as info, i dont think that it depends on the build).

i attached the a blend file as example for my problem:******

After entering your octane pathes, layer 1 must be enabled: f12-> export works fine all materials visible in octane!

Now enable additionally layer 2: Now if you export, all material in octane is the same!?
(Known workaround: switch to material linked to object)

I have no idea what to do. it must depend on the mesh/datablock named "TRNTBL" i really dont´t know how to fix this mesh/datablock even reappending all meshes into a "clean/frsh" blend does not solve anything...

any ideas?

******edit: i am not able to attach any blend file here:( i will pm if someone ask for..

Re: Beta 2.2 RC1: Blender 2.54 Export Script testing thread

PostPosted: Tue Nov 30, 2010 6:13 pm
by RainerS
Thanks for the wonderful plugin, but I need some help. I was able to render quite a long animation with Blender 2.49+2.2 beta very well awhile back, but now I'm getting some errors with the newer versions of Octane. I tried Blender 2.5.4(with the corresponding plugin ofc)+Octane 2.3.5 and it worked like the 2.49 version, but after I had exported the scene via the script module to Octane, set up the materials inside Octane, I saved the file and closed Octane. Then I pressed the render button again to check if it saved correctly, but no materials got saved :( So I went to 2.49 version + Octane 2.2, worked exactly like that again and it worked perfectly(all materials were saved). Then I tried 2.49 + Octane 2.3.5/2.3.4 and the same problem occured, materials won't save. So is there any possibility to render animations with the latest Octane versions at all?

Re: Beta 2.2 RC1: Blender 2.54 Export Script testing thread

PostPosted: Wed Dec 01, 2010 7:05 am
by David7586
@ enricocerica

Would you mind providing a status update on the current state of the exporter for 2.54/2.55?

I understand that 2.49 is the last stable version of blender, and you aren't obligated to create us a new exporter yet until the 2.5X series goes gold. The new GUI is an absolute pleasure to work with, and I am really anxious to see what the 2.5X plugin can do once its considered fully functional. It's awesome that we have that you've given us a preview build of the final exporter for 2.5X already...I was wondering how things are currently looking =)

Thank you!

Re: Beta 2.2 RC1: Blender 2.54 Export Script testing thread

PostPosted: Wed Dec 01, 2010 6:12 pm
by RainerS
My problem got solved. Had to use material macros, but now its weird that it seems like its working perfectly, rendering, closing after each frame, advancing a next one, opening octane back up, but actual .png's are not saving to the location I chose. :?
EDIT:
Renders fine with 2.54+2.3.5, but no images are saved :cry:
Renders fine with 2.49+2.3.5 and images DO save. It has to be the script error then ;)

Re: Beta 2.2 RC1: Blender 2.54 Export Script testing thread

PostPosted: Mon Dec 06, 2010 10:42 am
by giobbepellegrino
Hello, I have not installed the script.
I insert it in / scripts / io / but is not there, maybe there is another procedure?

Re: Beta 2.2 RC1: Blender 2.54 Export Script testing thread

PostPosted: Tue Dec 07, 2010 1:50 pm
by enricocerica
giobbepellegrino wrote:Hello, I have not installed the script.
I insert it in / scripts / io / but is not there, maybe there is another procedure?


Ensure you put it in the 2.54/scripts subfolder and not .blender/scripts

Re: Beta 2.2 RC1: Blender 2.54 Export Script testing thread

PostPosted: Thu Dec 16, 2010 9:47 am
by dkalna
Hi there,

could you please explain me how to start that script in Blender 2.55?
I have put .py file into 2.55/scripts/io on my machine, but don't know
how to run it.

Another quiestion is, does that script require octane installed on the same
machine or is it just exporting scene's data to octane's format? How that
works?

Thanks a lot.