Beta 2.2 RC1: 3Ds Max plugin testing thread

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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cpember
Licensed Customer
Posts: 60
Joined: Mon Apr 26, 2010 2:59 pm

I figured out the issue:

comparing 2 streams for the renderer i found that--
StringStream:""C:\Users\Chris\Desktop\oct\octane.exe" -e -n E:\_Data\_CurrentProjects\Art_projects\wtfrobby\4.ocs -m 4.obj -l E:\_Data\_CurrentProjects\Art_projects\wtfrobby\4.obj --cam-pos-x -0.439747 --cam-pos-y 0.502537 --cam-pos-z 2.40907 --cam-target-x -0.168375 --cam-target-y 0.492822 --cam-target-z 0.14802 --cam-fov 43.6028 --cam-focaldepth 227.73 --daylight-sundir-x 0.671925 --daylight-sundir-y 0.564317 --daylight-sundir-z 0.479649 --film-width 640 --film-height 480 --cam-aperture 1"
StringStream:""C:\Users\Chris\Desktop\oct\octane.exe" -e -n E:\_Data\_CurrentProjects\Art_projects\wtfrobby\4.ocs -m 4.obj -l E:\_Data\_CurrentProjects\Art_projects\wtfrobby\4.obj --cam-pos-x -43.9747 --cam-pos-y 50.2537 --cam-pos-z 240.907 --cam-target-x -16.8375 --cam-target-y 49.2822 --cam-target-z 14.802 --cam-fov 43.6028 --cam-focaldepth 227.73 --daylight-sundir-x 0.671925 --daylight-sundir-y 0.564317 --daylight-sundir-z 0.479649 --film-width 640 --film-height 480 --cam-aperture 1"

if you note the focaldepth is NOT divided by whatever measurement the system units are set to (in my case, I use metric>>cm) so unless i change to metric>>M , then my focal depth will always be off. Is your script based of M for world units by default? or was the a missed operation :) I can manually fix it by moving a decimal, but I figured I'd mention it, cause i'd have to do it for every frame of an animation :)

cheers!

cp
win 7 x64 | 460 gtx | q6600 8gb ram
kilaD
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Location: Norway
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cpember wrote:I figured out the issue:

if you note the focaldepth is NOT divided by whatever measurement the system units are set to (in my case, I use metric>>cm) so unless i change to metric>>M , then my focal depth will always be off. Is your script based of M for world units by default? or was the a missed operation :) I can manually fix it by moving a decimal, but I figured I'd mention it, cause i'd have to do it for every frame of an animation :)

cheers!

cp
Ah, never thought of that! Nice call, thats a easy fix.
And yes, octane need things to be in meters, this is done in the objexp, but only works for geometry, so the script needs to rescale the camera.

I'll update it :)
Hello
Mr Getdown
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Joined: Wed Jun 02, 2010 2:53 am
Location: London

Hi, Octane seems to crash when I try to import a scene. And I'm trying to narrow down what the issue maybe.
The nature of the crashes is that Octane will finish loaded everything and then right at the second it completes, I get the typcial window crash box.
If someone could answer these questions it'd really help me.

Does this plugin export the texture to octane too? I'm using psd's

Does the Plugin export mulple objects?

Thanks
Last edited by Mr Getdown on Fri Jun 11, 2010 9:54 am, edited 2 times in total.
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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

Mr Getdown wrote:Hi, Octane seems to crash when I try to import a scene. And I'm trying to narrow down what the issue maybe.
The nature of the crashes is that Octane will finish loaded everything and then right at the second it completes, I get the typcial window crash box.
If someone could answer these questions it'd really help me.

Does this plugin export the texture to octane too? I'm using psd's

Does the Plugin export mulple objects?

Thanks
We don't support PSD files officially, maybe try using PNG textures.

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
Mr Getdown
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Location: London

Ok thanks I'll try that.

Also does anyone know if there is a limit to how long path names can be?

Thanks.
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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

Mr Getdown wrote:Ok thanks I'll try that.

Also does anyone know if there is a limit to how long path names can be?

Thanks.
there is no limit, but non utf-8 characters aren't currently supported in some areas.

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
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Proupin
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Joined: Wed Mar 03, 2010 12:01 am
Location: Barcelona
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kilaD wrote:
superrune wrote:Hallo hallo! I had no idea you did the 3ds Max translator - how cool :)
Halloisen :) Yes I needed the extra stress..


Proupin:

Yes, i'll add a check for existing files.
The way it decides if it's a new project or existing project is when either:

-Entering a new name=new project
-Pressing existing project=load existing project

The reason for this is Octane needs different commands for the two choices.
Sure, by reading the command line I could easily tell what was going on... A check is coming, thanks kilaD :)

The double backslash that is somehow messing the paths... have you acknowledged that? I'd rather treat everything one at a time, I have plenty more coming :)
Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
http://proupinworks.blogspot.com/
kilaD
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Location: Norway
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Updated script (1.022e)for max2010+ available for download in the second post in the thread!

- 2008version coming later
Hello
cpember
Licensed Customer
Posts: 60
Joined: Mon Apr 26, 2010 2:59 pm

you may want to check the output paths, I'm not getting the .ocs file written anywhere now (the mtl's and objs are there) but when octane pops up it doesnt load anything cause there's no .ocs :)


closer tho ;)


cheers

cp

edit: yeah it's choking when writing the .ocs (I'm guessing around line 540-ish)

I'd try to figure it out but I suck at scripting unless it's my own hacked stuff

cheers
Last edited by cpember on Sat Jun 12, 2010 3:32 pm, edited 1 time in total.
win 7 x64 | 460 gtx | q6600 8gb ram
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face
Octane Plugin Developer
Posts: 3204
Joined: Sat Mar 06, 2010 2:10 pm
Location: Germany

Can anyone render a animation without that Octane crashed?
When i render, Octane crashed about 3-5 times per 100 frames.
I ask, while i know if my plugin work correct or not.

The issue is, when you render a simulaton, the frames are not equal while the result of the simulation is ever a little bit different.
So that you can´t render a failed frame again.

face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
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