Would it be possible to have it load the default Octane scene instead of creating its own? I have a default scene that is setup for the majority of projects we use and has some of the materials that go in almost every scene.
When I hit render, it creates its own Octane file that has the settings from the plugin.
Community Plugin 1.50 - fixed for Octane 1.5+
I guess yes. The user would need to point to the default .ocs file, which would be then used as the template, instead of the old one (the exporter still creates the old .ocs structure file). It's definitely on the TODO list (cant say when, tho, as I have other things going on right now)kavorka wrote:Would it be possible to have it load the default Octane scene instead of creating its own? I have a default scene that is setup for the majority of projects we use and has some of the materials that go in almost every scene.
When I hit render, it creates its own Octane file that has the settings from the plugin.
Other TODO things are:
- reading RT node names from the .ocs
- export current resolution settings into the RT node
- when in "animation" and "camera only" mode, don't reload Octane for each frame, but instead create a Lua script that is called once and renders the whole animation (camera path basically) without reloading the geometry. This will require me learning a bit more about Lua scripting, but I guess its possible to implement.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
Using latest built for blender. After exporting blender hangs for some reason. Any idea why?
Exporting does work. Scene gets in octane just fine. But I still need blender to run.
Exporting does work. Scene gets in octane just fine. But I still need blender to run.
This has been fixed now. Please re-download the current version package from the bottom of the first post.00Ghz wrote:Using latest built for blender. After exporting blender hangs for some reason. Any idea why?
Exporting does work. Scene gets in octane just fine. But I still need blender to run.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
Traceback (most recent call last):
File "C:\Users\a\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\octanerender\engine.py", line 363, in render
octaneCamera = appendCamData(scene, command_args, unitFactor)
File "C:\Users\a\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\octanerender\engine.py", line 139, in appendCamData
octaneCamera.P_POSITION = tuple(position * unitFactor)
TypeError: can't multiply sequence by non-int of type 'float'
location: <unknown location>:-1
I get this error with latest version. what should I do?
File "C:\Users\a\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\octanerender\engine.py", line 363, in render
octaneCamera = appendCamData(scene, command_args, unitFactor)
File "C:\Users\a\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\octanerender\engine.py", line 139, in appendCamData
octaneCamera.P_POSITION = tuple(position * unitFactor)
TypeError: can't multiply sequence by non-int of type 'float'
location: <unknown location>:-1
I get this error with latest version. what should I do?
- BroAugustine
- Posts: 31
- Joined: Sat Mar 20, 2010 4:39 pm
It appears that lines 139-141 in engine.py need to be changed to the following:
For matej: multiplying inside of tupple( ) can only be done with integers. What it means though (and I don't think this is what you intended) is to increase the number of members in the tupple.
So if, position = (2.1, 4.3, 5.2) and unitFactor = 3, the following would result when the statement
octaneCamera.P_POSITION = tuple(position * unitFactor) is completed.
octaneCamera.P_POSITION would now = (2.1, 4.3, 5.2, 2.1, 4.3, 5.2, 2.1, 4.3, 5.2)
Code: Select all
octaneCamera.P_POSITION = (position[0] * unitFactor, position[1] * unitFactor,position[2] * unitFactor)
octaneCamera.P_TARGET = (target[0] * unitFactor, target[1] * unitFactor,target[2] * unitFactor)
octaneCamera.P_UP = (up[0] * unitFactor, up[1] * unitFactor, up[2] * unitFactor)
So if, position = (2.1, 4.3, 5.2) and unitFactor = 3, the following would result when the statement
octaneCamera.P_POSITION = tuple(position * unitFactor) is completed.
octaneCamera.P_POSITION would now = (2.1, 4.3, 5.2, 2.1, 4.3, 5.2, 2.1, 4.3, 5.2)
Win 7 64 | I7-2600K 3.7 GHz | GTX 460, GTX 760 / Driver 347.09 | Cuda 7.0.18
Cool, when is it going to be fixed so I can start playing with octane 

Yes, this is indeed true, thanks for pointing it out! The reason I didn't notice it, is because I don't use scaling in my projects, ie. the "native unit size" is always meters, therefore unitFactor was always 1.0BroAugustine wrote:It appears that lines 139-141 in engine.py need to be changed to the following:Code: Select all
octaneCamera.P_POSITION = (position[0] * unitFactor, position[1] * unitFactor,position[2] * unitFactor) octaneCamera.P_TARGET = (target[0] * unitFactor, target[1] * unitFactor,target[2] * unitFactor) octaneCamera.P_UP = (up[0] * unitFactor, up[1] * unitFactor, up[2] * unitFactor)

Re-download the package at first post. Sorry for the inconvenience.
I was under the impression that spaces were working already a long time ago? It's another thing I never noticed, because I never use spaces in filenames on Linux. Will look into it, cant say when tho. Maybe over the weekend.kavorka wrote:Is it possible to make it allow you to use spaces in file names?
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
Okay, I finally started to test this because i just finished a big project.
First off, everything works
A couple of comments.
1. If I want to just export a .obj to add to my scene, it uses the project name as the obj name. I think it should use the Geometry Node name value in the plugin to name it. This way, I can export multiple objs and link them with geometry groups.
2. I mentioned this before, but I think I explained badly. Could it remember what we use as render targets, ect?
so, if I render out to "target 2" and then "target 1", then I start to type "target" it will come with a drop down of "target 1" and "target 2". This is important because you need to spell it exactly or it wont know what to use.
3. If you export your camera, then move around in your viewport, it doesnt reset to the camera you had and you then have to re-export the camera. Is there any way around this?
First off, everything works

A couple of comments.
1. If I want to just export a .obj to add to my scene, it uses the project name as the obj name. I think it should use the Geometry Node name value in the plugin to name it. This way, I can export multiple objs and link them with geometry groups.
2. I mentioned this before, but I think I explained badly. Could it remember what we use as render targets, ect?
so, if I render out to "target 2" and then "target 1", then I start to type "target" it will come with a drop down of "target 1" and "target 2". This is important because you need to spell it exactly or it wont know what to use.
3. If you export your camera, then move around in your viewport, it doesnt reset to the camera you had and you then have to re-export the camera. Is there any way around this?
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram