Plugin v1.19

Blender (Export script developed by yoyoz; Integrated Plugin developed by JimStar)
lucidlook
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matej wrote:@lucidlook, you certainly should not apologize for anything. Especially not for trying to help. Since we Blender users are on our own here, we need more people willing to participate. I hope you did not get discouraged too much and are still willing to post updates :D

Lionel's current script is evolutionary at an end, there is not much to add or big work to do, until Otoy finally develops the new scene exchange format and instances become production-ready. This could potentially require a major script overhaul. So, imo, is perfectly ok if lucidlook adds some minor tweaks & fixes to this one, while we are waiting (it could take months - as we know how fast things move around here :) ). If Lionel will be willing to code the next big version, he can still keep (or not) the tweaks lucidlook did.

(that said I'm still using 1.17, which works well enough for me, and I myself am not sure which is the latest version 1.20 or 1.19... :) )
Thanks for understanding. I believe the majority here are rendering static scenes and because of that sees not much of the reason of tweaks and changes I've added into the script. I understand it. But I personally use Blender+Octane to render quite a complex animation. And in original 1.19 I found some nasty limitations and issues which didn't allow me to render in full automatic mode (let's say over night). The manual render of each frame wasn't an option for me. Since the script was introduced as community based software I was obliged to public it somewhere. The closest plase to the developer (and community of users) in my opinion was this forum.

I'm sorry if I unintentionally have damaged someones pride by such an action.
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ROUBAL
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It is by no way a mater of pride. It was just to avoid confusing release numbers with an unofficial fork of an unofficial script. There is no bad intention in the comments you got from us.

I did few animations so far, but didn't notice that the kernel node wasn't stored in the ocs. Very weird. IMHO, once saved, the ocs should keep the chosen setting. I don't understand how it can be reset to directlighting in animation...
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
kavorka
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ROUBAL wrote:It is by no way a mater of pride. It was just to avoid confusing release numbers with an unofficial fork of an unofficial script. There is no bad intention in the comments you got from us.

I did few animations so far, but didn't notice that the kernel node wasn't stored in the ocs. Very weird. IMHO, once saved, the ocs should keep the chosen setting. I don't understand how it can be reset to directlighting in animation...

I only did one animation and it stayed as path tracing, maybe there is a bug in Octane where it will reset or something?
Either way, there is no way adding the feature is bad, maybe I'll need it down the road.

@Lucidlook: I appreciate your work, and as someone else noted, once they release the new file format, the plugin may need an overhaul, so any help is appreciated.
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matej
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lucidlook wrote:So you really want to offer users who wish to render 1000 frames of very complex animation change the render type of each frame manually?
Actually the exporter script doesn't write any kernel data if you don't want it to (ie. the kernel tabs in World are un-ticked). You set the parameters once inside Octane when you first save the .ocs and the exporter wont touch those settings for the next frames, if the tabs are disabled.

Or, at least thats how it's supposed to work for animations (admittedly I dont do animations)
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lucidlook
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matej wrote:Actually the exporter script doesn't write any kernel data if you don't want it to (ie. the kernel tabs in World are un-ticked). You set the parameters once inside Octane when you first save the .ocs and the exporter wont touch those settings for the next frames, if the tabs are disabled.

Or, at least thats how it's supposed to work for animations (admittedly I dont do animations)
I tried it several times, and each time I've saved OCS file in Octane, very the next frame the Blender wasn't even able to export. It constantly gave me a script error, unless I rewrite the OCS completely over, but, apparently in this case I was back to original settings. Maybe my tests were bad or wrong, I don't know.
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steveps3
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(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)
oneeyedfox
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hi guys I just recently brought octane because speed of render are better that in cycles and I like to use it for short animations but I have problem with colour setting in blender.export of frames forks fine just colour or emitters as blackbody doesn't work properlly . I've seen that russian advert rendered in octane and use blender for 3d could anyone give me some help pls
kavorka
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Not sure exactly what you mean. Are you editing materials in Blener or Octane? If Blender, do it in Octane, there is no reason not to. When you do animations, just get your scene setup in Octane, then when you export your animation, it will use those scene settings.

You can modify the blackbody temperature in the stand alone program.
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lucidlook
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oneeyedfox wrote:hi guys I just recently brought octane because speed of render are better that in cycles and I like to use it for short animations but I have problem with colour setting in blender.export of frames forks fine just colour or emitters as blackbody doesn't work properlly . I've seen that russian advert rendered in octane and use blender for 3d could anyone give me some help pls
I'm afraid you are using the version which have some issues with material exports. If you render static image it is not a big deal, since you can tune the materials in Octane GUI. But when you need to adjust the lights and materials as per animation, you can't do it -- the current version of export will not let you do so. Unless you will use the fixed version, which has no such bug, but apparently, the majority of users in this forum believe nobody needs it anyway.

So... send me your contact (e-mail or whatever) if you need this fix.

Cheers and happy blending!

P.s. Proof, that fix works:

Blender GUI: http://dump.ru/file/5864146
Octane GUI: http://dump.ru/file/5864145
oneeyedfox
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I took my time and read through forum about animation and colours export to octane I better understand that now but I have little problem again I render animation of 100 frames or so and couple frames are rendered defocused,I used default camera settings.my first render https://www.dropbox.com/s/8gr4w6dx3sbtj0p/0000-0083.avi
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