Non-offical Blender 2.56 plugin

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Blender (Export script developed by yoyoz; Integrated Plugin developed by JimStar)

Re: Non-offical Blender 2.56 plugin

Postby tungerz » Wed Feb 16, 2011 1:33 pm

tungerz Wed Feb 16, 2011 1:33 pm
I haven't tried it, but I think you could use an empty for your DOF, and parent (or track, hmmmm Needs clairfing :p )it with your Camera, then move or animate your DOF anywhere you like.

Cheers,

Tungerz
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Re: Non-offical Blender 2.56 plugin

Postby yoyoz » Wed Feb 16, 2011 9:04 pm

yoyoz Wed Feb 16, 2011 9:04 pm
Hi guys,

I'm sorry I'm away from home for business matters and I'm not able to investigate issues you may have. If the exporter doesn't work at all, please try to clean any previous install. Do not use recent builds of Blender either, too many API changes made it not usable.

I'll try to have a look at it this WE.

Cheers,
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Re: Non-offical Blender 2.56 plugin

Postby SamCameron » Wed Feb 16, 2011 11:53 pm

SamCameron Wed Feb 16, 2011 11:53 pm
Hi Yoyoz, I'm using an old version of Beta 2.56 (official), wich was good for all the version but the last ones, I also tried the other version of your plugin and then some of the erros vanished but still the problem with the frame reset, anyway thanks for your effort, best wishes.
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Re: Non-offical Blender 2.56 plugin

Postby yoyoz » Thu Feb 17, 2011 6:08 am

yoyoz Thu Feb 17, 2011 6:08 am
@ SamCameron: I can't look at the frame problem now, but for the error you had please replace the util.py file with the one attached. It will not fix your problem but will add an extra log so we know which file is not found.

@ Radiant: I can't do anything without a description of the problem and some logs.

@ r0ug3r: I've posted a sample anim+blend one month ago about animating DoF: http://www.refractivesoftware.com/forum/viewtopic.php?p=43464#p43464
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Re: Non-offical Blender 2.56 plugin

Postby r0ug3r » Thu Feb 17, 2011 7:17 am

r0ug3r Thu Feb 17, 2011 7:17 am
yoyoz wrote:@ SamCameron: I can't look at the frame problem now, but for the error you had please replace the util.py file with the one attached. It will not fix your problem but will add an extra log so we know which file is not found.

@ Radiant: I can't do anything without a description of the problem and some logs.

@ r0ug3r: I've posted a sample anim+blend one month ago about animating DoF: http://www.refractivesoftware.com/forum/viewtopic.php?p=43464#p43464



hi yoyoz, glad your back!!! i tried your test of animated dof and it works. i also replaced util.py and its ok. the only problem i had is the reloading of scene and reconnecting to octane. seems at every frame we have to reload everything and reconnect to octane (coz i tried to disconnect the wifi during rendering and octane doesnt continue...reconnecting on a loop)..

is there anyway we can do it that only one time we reload (voxilize)the scene at octane then continue animation. and only one time connecting to octane server.I think i read this issue somehow in the forum.

Thankz yoyoz..keep it up mate!!!!
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Re: Non-offical Blender 2.56 plugin

Postby yoyoz » Thu Feb 17, 2011 9:09 am

yoyoz Thu Feb 17, 2011 9:09 am
r0ug3r wrote:the only problem i had is the reloading of scene and reconnecting to octane. seems at every frame we have to reload everything and reconnect to octane (coz i tried to disconnect the wifi during rendering and octane doesnt continue...reconnecting on a loop)..

is there anyway we can do it that only one time we reload (voxilize)the scene at octane then continue animation. and only one time connecting to octane server.I think i read this issue somehow in the forum.


Hi r0ug3r,

there's no other way to proceed at the moment. Octane may include some animation system in the future but the road is long and it'll require a new data exchange format, smarter than obj/mtl...

Cheers,
Yoyoz
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Re: Non-offical Blender 2.56 plugin

Postby r0ug3r » Thu Feb 17, 2011 9:26 am

r0ug3r Thu Feb 17, 2011 9:26 am
hi yoyoz,
I know ur kinda busy and thanks for the info. one question though. had you ever made a complete interior rendering with octane.?co'z i have been problematic lately. i cannot seem to complete an interior with pathtracing. i resulted to using directlighting. any tip and workflow you can share for us.?or a test render file we can use to commonly test the exporter and octane.

thankz thankz!!
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Re: Non-offical Blender 2.56 plugin

Postby yoyoz » Thu Feb 17, 2011 3:00 pm

yoyoz Thu Feb 17, 2011 3:00 pm
Unfortunately I've almost no experience in rendering... the only scene I've done so far is the first one (my watch in WIP section)...
You should ask Enrico, I always find his interior renders very impressive.
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Re: Non-offical Blender 2.56 plugin

Postby Aenima » Thu Feb 17, 2011 4:14 pm

Aenima Thu Feb 17, 2011 4:14 pm
Hi yoyoz.

First thank for great your work. I want to ask some feature. Is any reason for batch saving all object with their position to separate obj files?
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Re: Non-offical Blender 2.56 plugin

Postby yoyoz » Thu Feb 17, 2011 4:41 pm

yoyoz Thu Feb 17, 2011 4:41 pm
Aenima wrote:I want to ask some feature. Is any reason for batch saving all object with their position to separate obj files?


Why would you like to have separate obj files? As Octane only accepts one at a time, there's little interest... I've done some experiments with multi-threaded export (it was rocket fast) and then merge before launching Octane but unfortunately it would have required support for relative indices which is not the case with Octane at the moment.
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