Ok thanks Dave62,
About the UV problem, Octane doesn't take care about clip/repeat/..., it should always use the repeat one indeed.
Do you mean that when using the obj export script you don't meet the same UV problem you have when using the Octane export script ?
Beta 2.2 RC1: Blender 2.55 Export Script testing thread
- enricocerica
- Posts: 1012
- Joined: Wed Nov 25, 2009 7:32 pm
- Contact:
Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
hi enrico,
thx for your reply.
I am not shure if i could made this clear in my previous post.
One problem was that clip/repeat/.. is generally ignored by octane. The other, the main problem was the not updated uv changes i made in blender during export via your script.
I never encountered similar problems with the direct obj export before.
but..
..now i got some proof that it got to do something with my scene/blendfile: When i export my scene with the obj exporter (2.55) everything seems to work fine, but when i load the objmesh into octane, it crashes reproduceable...
hmm as workaround for my crippled scene:...do you know any script/tool for blender 2.5x which will remove all mat/tex/uv links from the meshes/datablocks, because in my scene there are a lot and i dont want to delete all by hand. Or is it possible while load/append them in blender to ignore all mat/tex/etc?
Thank you for all your efforts!
best regards dave
thx for your reply.
I am not shure if i could made this clear in my previous post.
One problem was that clip/repeat/.. is generally ignored by octane. The other, the main problem was the not updated uv changes i made in blender during export via your script.
I never encountered similar problems with the direct obj export before.
but..
..now i got some proof that it got to do something with my scene/blendfile: When i export my scene with the obj exporter (2.55) everything seems to work fine, but when i load the objmesh into octane, it crashes reproduceable...

hmm as workaround for my crippled scene:...do you know any script/tool for blender 2.5x which will remove all mat/tex/uv links from the meshes/datablocks, because in my scene there are a lot and i dont want to delete all by hand. Or is it possible while load/append them in blender to ignore all mat/tex/etc?
Thank you for all your efforts!
best regards dave
- Mint 10 64bit nvidia drv 260.19.29/cudatoolkit3.0 intel q6600, 4gbRAM, GTX470 1,2GB
- Mint 10 64bit/ Win7 64bit nvidia drv 260.19.29/cudatoolkit3.2 amd X6, 16gbRAM, 2x GTX580 3GB
->Octane 2.44/ Blender2.5x
- Mint 10 64bit/ Win7 64bit nvidia drv 260.19.29/cudatoolkit3.2 amd X6, 16gbRAM, 2x GTX580 3GB
->Octane 2.44/ Blender2.5x
- the_nautilus
- Posts: 4
- Joined: Mon Jun 14, 2010 7:27 pm
Just noticed that linked group objects won't export to Octane unless I first 'link group objects to scene' from the outliner.
hi,
i still got some strange problems using blender build32738 (just as info, i dont think that it depends on the build).
i attached the a blend file as example for my problem:******
After entering your octane pathes, layer 1 must be enabled: f12-> export works fine all materials visible in octane!
Now enable additionally layer 2: Now if you export, all material in octane is the same!?
(Known workaround: switch to material linked to object)
I have no idea what to do. it must depend on the mesh/datablock named "TRNTBL" i really dont´t know how to fix this mesh/datablock even reappending all meshes into a "clean/frsh" blend does not solve anything...
any ideas?
******edit: i am not able to attach any blend file here:( i will pm if someone ask for..
i still got some strange problems using blender build32738 (just as info, i dont think that it depends on the build).
i attached the a blend file as example for my problem:******
After entering your octane pathes, layer 1 must be enabled: f12-> export works fine all materials visible in octane!
Now enable additionally layer 2: Now if you export, all material in octane is the same!?
(Known workaround: switch to material linked to object)
I have no idea what to do. it must depend on the mesh/datablock named "TRNTBL" i really dont´t know how to fix this mesh/datablock even reappending all meshes into a "clean/frsh" blend does not solve anything...
any ideas?
******edit: i am not able to attach any blend file here:( i will pm if someone ask for..
- Mint 10 64bit nvidia drv 260.19.29/cudatoolkit3.0 intel q6600, 4gbRAM, GTX470 1,2GB
- Mint 10 64bit/ Win7 64bit nvidia drv 260.19.29/cudatoolkit3.2 amd X6, 16gbRAM, 2x GTX580 3GB
->Octane 2.44/ Blender2.5x
- Mint 10 64bit/ Win7 64bit nvidia drv 260.19.29/cudatoolkit3.2 amd X6, 16gbRAM, 2x GTX580 3GB
->Octane 2.44/ Blender2.5x
Thanks for the wonderful plugin, but I need some help. I was able to render quite a long animation with Blender 2.49+2.2 beta very well awhile back, but now I'm getting some errors with the newer versions of Octane. I tried Blender 2.5.4(with the corresponding plugin ofc)+Octane 2.3.5 and it worked like the 2.49 version, but after I had exported the scene via the script module to Octane, set up the materials inside Octane, I saved the file and closed Octane. Then I pressed the render button again to check if it saved correctly, but no materials got saved
So I went to 2.49 version + Octane 2.2, worked exactly like that again and it worked perfectly(all materials were saved). Then I tried 2.49 + Octane 2.3.5/2.3.4 and the same problem occured, materials won't save. So is there any possibility to render animations with the latest Octane versions at all?

Windows 7 64bit | Geforce 260GTX | 4GB
@ enricocerica
Would you mind providing a status update on the current state of the exporter for 2.54/2.55?
I understand that 2.49 is the last stable version of blender, and you aren't obligated to create us a new exporter yet until the 2.5X series goes gold. The new GUI is an absolute pleasure to work with, and I am really anxious to see what the 2.5X plugin can do once its considered fully functional. It's awesome that we have that you've given us a preview build of the final exporter for 2.5X already...I was wondering how things are currently looking =)
Thank you!
Would you mind providing a status update on the current state of the exporter for 2.54/2.55?
I understand that 2.49 is the last stable version of blender, and you aren't obligated to create us a new exporter yet until the 2.5X series goes gold. The new GUI is an absolute pleasure to work with, and I am really anxious to see what the 2.5X plugin can do once its considered fully functional. It's awesome that we have that you've given us a preview build of the final exporter for 2.5X already...I was wondering how things are currently looking =)
Thank you!
My problem got solved. Had to use material macros, but now its weird that it seems like its working perfectly, rendering, closing after each frame, advancing a next one, opening octane back up, but actual .png's are not saving to the location I chose. 
EDIT:
Renders fine with 2.54+2.3.5, but no images are saved
Renders fine with 2.49+2.3.5 and images DO save. It has to be the script error then

EDIT:
Renders fine with 2.54+2.3.5, but no images are saved

Renders fine with 2.49+2.3.5 and images DO save. It has to be the script error then

Windows 7 64bit | Geforce 260GTX | 4GB
- giobbepellegrino
- Posts: 6
- Joined: Fri Oct 29, 2010 12:00 pm
Hello, I have not installed the script.
I insert it in / scripts / io / but is not there, maybe there is another procedure?
I insert it in / scripts / io / but is not there, maybe there is another procedure?
- enricocerica
- Posts: 1012
- Joined: Wed Nov 25, 2009 7:32 pm
- Contact:
Ensure you put it in the 2.54/scripts subfolder and not .blender/scriptsgiobbepellegrino wrote:Hello, I have not installed the script.
I insert it in / scripts / io / but is not there, maybe there is another procedure?
Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
Hi there,
could you please explain me how to start that script in Blender 2.55?
I have put .py file into 2.55/scripts/io on my machine, but don't know
how to run it.
Another quiestion is, does that script require octane installed on the same
machine or is it just exporting scene's data to octane's format? How that
works?
Thanks a lot.
could you please explain me how to start that script in Blender 2.55?
I have put .py file into 2.55/scripts/io on my machine, but don't know
how to run it.
Another quiestion is, does that script require octane installed on the same
machine or is it just exporting scene's data to octane's format? How that
works?
Thanks a lot.
Best regards,
Dalibor
Hardware: Intel® Core i7 920 2.66GHz, 12GB RAM, Gainward NVIDIA GeForce® GTX 580 1536MB GDDR5
Software: Windows® 7 Home Premium 64-bit, Autodesk® Maya® 2012 64-bit, Octane Render™ v1.0 beta 2.52
Dalibor
Hardware: Intel® Core i7 920 2.66GHz, 12GB RAM, Gainward NVIDIA GeForce® GTX 580 1536MB GDDR5
Software: Windows® 7 Home Premium 64-bit, Autodesk® Maya® 2012 64-bit, Octane Render™ v1.0 beta 2.52