It actually works a bit different: the add-on creates OBJ and MTL files (Wavefront format) and then launch Octane instructing it to use those files to create/update an ocs file, and this is where it doesn't work with spaces.GeoPappas wrote:the plugin will take a .blend file and then create an .ocs file from it.
Non-offical Blender 2.56 plugin
Desktop: Ubuntu 13.04 x64 - i7-3770K @ 3.5GHz - 32GB DDR3 - GTX670 2048MB
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
Just a quick note so you know what happens with the way of selecting the Sun in this new version: the list shows the actual lamp names, while you may have expected the object names. The 'real' lamp data doesn't not always match and you could get confused.
In the exemple below, if you want to use Lamp.002 you must select Spot.002 (and even better: turn that into a Sun for Octane...). Don't be confused with 'Lamp' being in the list, there's a 'Lamp.003' having a 'Lamp' child somewhere else. Only look at children names for the moment.
In the exemple below, if you want to use Lamp.002 you must select Spot.002 (and even better: turn that into a Sun for Octane...). Don't be confused with 'Lamp' being in the list, there's a 'Lamp.003' having a 'Lamp' child somewhere else. Only look at children names for the moment.
Desktop: Ubuntu 13.04 x64 - i7-3770K @ 3.5GHz - 32GB DDR3 - GTX670 2048MB
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
Yes, although I'm still not happy with the hardness-to-roughness conversion, Blender lacking precision on that. I also forgot to mention that textures are forced to 'UV' and 'Flat', you only have to select the UV layer.steveps3 wrote:I am liking the new material picker. It simulates Octane a lot more closely
Note: there's an issue when rendering animations: it always starts with frame one. This should be fixed in a couple of hours.
Desktop: Ubuntu 13.04 x64 - i7-3770K @ 3.5GHz - 32GB DDR3 - GTX670 2048MB
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
I've just spotted that. The UV Layer threw me for a second but I soon worked it out.yoyoz wrote:steveps3 wrote:I also forgot to mention that textures are forced to 'UV' and 'Flat', you only have to select the UV layer.
I wonder who at the blender foundation decided that hardness should have a value to 1-511

(HW) Intel i7 2600k, 16GB DDR3, MSI 560GTX ti (2GB) x 3
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
Here's one for you Lionel, the "Remove hidden" option doesn't seem to be working. I am working on a project and I just want part of it to render as a test. So I hid everything else, checked the "Remove hidden" and everything was rendered.
(HW) Intel i7 2600k, 16GB DDR3, MSI 560GTX ti (2GB) x 3
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
Steve, the 'Remove hidden' works based on 'rendability' setting, not the viewport visibility (camera icon in node tree, not the eye one).
I think I could make a second option for the visibility one, but I've to find appropriate terminology to avoid confusing users...
I think I could make a second option for the visibility one, but I've to find appropriate terminology to avoid confusing users...
Desktop: Ubuntu 13.04 x64 - i7-3770K @ 3.5GHz - 32GB DDR3 - GTX670 2048MB
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
- SamCameron
- Posts: 162
- Joined: Sun Jan 02, 2011 12:58 pm
Is it possible to have a section in your script for configure the Kernel options? let's say on 'Octane System Settings at Blender's script for example, so you can decide how will Octane will open the scene, having the same options than in Octane, what do you think?
Sam, this is not possible as the script is restricted to what can be given via command line to Octane. I've already asked RF if we could for instance select DL/PT but they are not going to implement that at the moment.
Desktop: Ubuntu 13.04 x64 - i7-3770K @ 3.5GHz - 32GB DDR3 - GTX670 2048MB
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
v0.83 available. Some bug fixes and a new export option.
Desktop: Ubuntu 13.04 x64 - i7-3770K @ 3.5GHz - 32GB DDR3 - GTX670 2048MB
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a