[Unsupported] Blender plugin v1.11

Blender (Export script developed by yoyoz; Integrated Plugin developed by JimStar)
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yoyoz
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Posts: 451
Joined: Sat Dec 25, 2010 9:59 am
Location: Belgium

Please find attached updated plugin.
  • - [NEW]: Camera update only mode: starts Octane without exporting, only updating camera. OBJ/MTL files must exist and 'Export Camera from Scene' must be checked on.
    - [FIXED]: some issues (may be not all of them) with linked objects/groups
    - [FIXED]: got rid of stupid complains from Blender about descriptions ending with a dot
    - [REMOVED]: 'Fly' mode (almost obsolete assuming render time is higher than export time. I can put it back on popular demand, but interface will look ugly)
    - [REMOVED]: 'Bucket' mode, still not implemented awaiting for new communication format with Octane
    - [TESTED]: with blender 2.60.41346, but should work starting 2.58.31xxx and higher
    - [WARNING]: ocs writes still there but not updated - will reverse your materials to earlier Octane version (still compatible but less parameters). KNOW WHAT YOU'RE DOING if using it.
Enjoy!
Attachments
octanerender.v1.11.zip
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Desktop: Ubuntu 13.04 x64 - i7-3770K @ 3.5GHz - 32GB DDR3 - GTX670 2048MB
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Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
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steveps3
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Location: England

Good to have you back Lionel. I'm downloading now.
(HW) Intel i7 2600k, 16GB DDR3, MSI 560GTX ti (2GB) x 3
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
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orion_uk
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Joined: Tue Oct 25, 2011 2:56 pm

Hi Lionel :)

Thank you so much for your continued hard work with this. As a new arrival to Octane I could not get Blender & Octane to work together! I Felt (with little research) that the Blender support was non existant... How wrong can one guy be! Guess it pays to actually do your research FULLY first eh! Seems I jumped the gun when things didnt go my way straight off the batt! A learning curve for me. Your work is important to us all (Blender comunity wise) and I hope you continue to support Blender.

With much gratitude :)
Last edited by orion_uk on Sun Oct 30, 2011 4:29 pm, edited 1 time in total.
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matej
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orion_uk wrote: If I press the render animation button the Blender render engine starts to render my animation, not Octane!
did you select the Octane render engine from the dropdown at the top?
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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Biennal Crab
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Location: Italy

yoyoz thanks for your work, I will try the new plugin soon as I can
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orion_uk
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matej wrote:
orion_uk wrote: If I press the render animation button the Blender render engine starts to render my animation, not Octane!
did you select the Octane render engine from the dropdown at the top?

@matej....Lol, I deleted that part of the post as I sorted it!

TBH, I dont know how! I just created a new scene in Blender and re-imported all my mesh/scene data!

Thanks anyway :)
http://www.Neil-Isted.com
Intel i7 870/2.93 GHz
RAM 16GB
1x Titan (6GB)
2x GTX 660Ti 2GB
Win10 Pro 64-bit
Carrara 8.5 Pro
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OctaneRender™ for Blender
Ds pro
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Poser Plugin
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yoyoz
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Posts: 451
Joined: Sat Dec 25, 2010 9:59 am
Location: Belgium

Here's the option you need:
screenshot_030.png
Desktop: Ubuntu 13.04 x64 - i7-3770K @ 3.5GHz - 32GB DDR3 - GTX670 2048MB
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
MadMinstrel
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Posts: 63
Joined: Wed Feb 10, 2010 8:20 am

Thanks for your great work, Yoyoz!

Is there something I'm missing or is the blackbody emitter efficiency setting not accessible anywhere in blender?
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matej
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MadMinstrel wrote: is the blackbody emitter efficiency setting not accessible anywhere in blender?
Why would you even need that setting accessible in the exporter? Tweaking lights power is applicable to the rendering program (where you have a visual on your changes) not to the modeling program. The exporter should not try to re-create every aspect / parameter of Octane rendering pipeline, because it will become needlessly bloated. I never touch any material settings in the exporter, because shading is the interactive part of Octane, not Blender.

Blender (tasks: modeling, applying tex. to UV) -> exporter -> Octane (tasks: shading, lighting, rendering)
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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MadMinstrel
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I'd agree for materials but I do my lighting while I'm modelling (before I even start to UV) and I like to test my scene often. Not having that setting forces me to set it in octane for every light in the scene each time I test. It's just another float value. Since there are plenty of other, less useful settings (ray epsilon in kernel settings? anybody ever changes that?), I don't see why this pretty important one should be left out.
Win 7 x64 | Geforce GTX295 | Quad 2.4GHz | 4GB
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