OctaneRender™ Standalone 1.25
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
- r-username
- Posts: 217
- Joined: Thu Nov 24, 2011 3:39 pm
Copying material nodes with embedded images
If I have one instance of octane open I can copy a material node file:open a new .ocs and paste the node.
But if I have 2 instances of octane open and paste between the two, the RGB images don't transfer.
If I have one instance of octane open I can copy a material node file:open a new .ocs and paste the node.
But if I have 2 instances of octane open and paste between the two, the RGB images don't transfer.
- Elvissuperstar007
- Posts: 2507
- Joined: Thu May 20, 2010 8:20 am
- Location: Ukraine/Russia
- Contact:
aperture buggy sometimes 1,25
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
Page octane render " В Контакте " http://vkontakte.ru/club17913093
The problem is that Cinema 4D doesn't export any material assignments to Alembic files. There is nothing Octane can do about this. An option to use some prefix doesn't make much sense, as it would probably only work for this specific test scene, and it always limits you to one material for every mesh in the scene. It appears there is currently no way to export any material data using the built-in Alembic exporter.bepeg4d wrote:ok, finally i have figured out, the issue was not the c4d alembic exporter, but my brain
deactivate the option "Merge materials with the same name" in the octane's alembic import preferences, works also with c4d-alembic files, sorry for the mistake
anyway, seems that the option works with the suffix "Material" in the objects names, so the result is always only one pin for all the materials.
Could it be possible to add a second option that looks to the prefix of the object name? otherwise the node-graph seems again a spaghetti-madness even with simple scenes![]()
I need to make some more tests because the "Detect instances" option doesn't work as i expected![]()
ciao beppe
The detect instances option works, you can tell this from the amount of triangles shown in the render statistics (next to the memory bar display).
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Roeland
It writes an OCS file, but the interface doesn't register this. We will fix this in the next release.steveps3 wrote:Unusual bug, the -n command line flag doesn't work. I tested it in v1.20 and it worked there but not in the latest version.
I am trying to write a blender exporter script but the lack of a -n option means that I an unable to generate new .OCS files.
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Roeland
hi roeald thanks for the answer,roeland wrote: The problem is that Cinema 4D doesn't export any material assignments to Alembic files. There is nothing Octane can do about this. An option to use some prefix doesn't make much sense, as it would probably only work for this specific test scene, and it always limits you to one material for every mesh in the scene. It appears there is currently no way to export any material data using the built-in Alembic exporter.
The detect instances option works, you can tell this from the amount of triangles shown in the render statistics (next to the memory bar display).
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Roeland
i have done a step forward, the trick is to assign a polygon selection to the objects, but this is not an option when working with big scenes with hundred of nested objects.
i have prepared a simple scene with and without polygon selection with the exported abc files and an ocs with and without the "merge" option activated. as you can see, when the abc is not merged, the prefix of the pins is given by the meshes names. so, having an option that merge the pins based on the object name it would be very handy. in big and complex scenes, it's much more easy to change the name of all the objects with a specific material assigned, than assign a polygon selection to all of them.
p.s. the "detect instance" option works great, thanks

ciao beppe
I see what you mean. We probably won't include functionality like this in Octane because it's quite specific to Cinema (other applications probably use different naming patterns for objects inside Alembic). It is possible to hide some of the spaghetti inside another node graph and then automatically create the inputs for this graph with a script.
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Roeland
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Roeland
thanks roeland, a lua script is more than enough 
i will test the script that you have posted and report you back as soon as i can.
ciao beppe

i will test the script that you have posted and report you back as soon as i can.
ciao beppe