faceBut, you must every material set as a material macro, then Octane can reload the scene with your saved materials.
Currently, Octane prefer the materials in the obj/mtl file, but with macros it works...
Beta 2.2 RC1: SoftImage XSI plugin testing thread
Maybe the same as the third post on this side?
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
A quick report.
I have begun to integrate the native unit size.
With that you can choose which unit your gridsize is.
The exporter also calculate from your choosen unit to Octane meters.
face
I have begun to integrate the native unit size.
With that you can choose which unit your gridsize is.
The exporter also calculate from your choosen unit to Octane meters.
face
- Attachments
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Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
Have continue working after some logical issues.
I have renamed the "SI Grid Unit" to "Mesh Size"
To undestand it, it´s assumed that 1SI unit is 1meter.
If your mesh is modeld in mm, means, the grid is greater as the mesh, then choose millimeter, the aperture and the focal depth units becomes automaticly the right units.
Hope thats better understandable as a fixed aperture/focal depth unit.
face
I have renamed the "SI Grid Unit" to "Mesh Size"
To undestand it, it´s assumed that 1SI unit is 1meter.
If your mesh is modeld in mm, means, the grid is greater as the mesh, then choose millimeter, the aperture and the focal depth units becomes automaticly the right units.
Hope thats better understandable as a fixed aperture/focal depth unit.
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
If you don´t know it, here is a new version 
http://www.refractivesoftware.com/forum ... =29&t=4393
What do you think about exporting all visible area lights as geometry?
The geometry then have the scaling, rotation and the shape(rectangle, disc, sphere, cylinder and object) from the area light options and the orientation, direction and position from the light srt.
The only think you need to do is to set a emiter material in Octane for every light. The mesh will become the light name.
Nice is the use of a material macro, then you can group your lights and dim they...
face

http://www.refractivesoftware.com/forum ... =29&t=4393
What do you think about exporting all visible area lights as geometry?
The geometry then have the scaling, rotation and the shape(rectangle, disc, sphere, cylinder and object) from the area light options and the orientation, direction and position from the light srt.
The only think you need to do is to set a emiter material in Octane for every light. The mesh will become the light name.
Nice is the use of a material macro, then you can group your lights and dim they...
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
Awesome idea. One would get a nice preview of the lighting in XSI.face wrote:If you don´t know it, here is a new version
http://www.refractivesoftware.com/forum ... =29&t=4393
What do you think about exporting all visible area lights as geometry?
The geometry then have the scaling, rotation and the shape(rectangle, disc, sphere, cylinder and object) from the area light options and the orientation, direction and position from the light srt.
The only think you need to do is to set a emiter material in Octane for every light. The mesh will become the light name.
Nice is the use of a material macro, then you can group your lights and dim they...
face
Intel Core2Quad 9200 / 4 GB OCZ / Gainward 460 2GB
Have make some test with lights to geo 
All lights which have the attribute rendervisible and is a arealight will exported.
It would be possible to animate the color with a texture, like the colors for pointclouds, if anyone want it...
It would also possible that the light have a image texture.
The lights becomes a diffuse material and have as the materialname the shader+lightname, also soft_light.area or mia_portal_light.window.
For these both shaders, i read the color and put it as the diffuse color. That has the effect that you can read the values and type it in the emitter color.
Have fun with the video...
face
[vimeo]http://www.vimeo.com/16978802[/vimeo]

All lights which have the attribute rendervisible and is a arealight will exported.
It would be possible to animate the color with a texture, like the colors for pointclouds, if anyone want it...
It would also possible that the light have a image texture.
The lights becomes a diffuse material and have as the materialname the shader+lightname, also soft_light.area or mia_portal_light.window.
For these both shaders, i read the color and put it as the diffuse color. That has the effect that you can read the values and type it in the emitter color.
Have fun with the video...
face
[vimeo]http://www.vimeo.com/16978802[/vimeo]
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
Integration of a texture and a second shape 
face
[vimeo]http://www.vimeo.com/17035664[/vimeo]

face
[vimeo]http://www.vimeo.com/17035664[/vimeo]
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578