Everyone has the problem that the Octane result not match the result from other 3D-apps.
There is a percental offset to the lower left or right image edge.
The bigger the image size, the bigger the offset.
I know that radiance know the issue...
face
Beta 2.2 RC1: Blender 2.49 Export Script testing thread
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
Well, I wouldn't remove that option. Could be usefull.
Now I'm just checking your script. I hope you don't mind but actually I'm new to phyton so...
I just debug it a little and the frame counter is updated, the animation flag is set but I still have the same problem. It "seems" that Blender doesn't set the correct frame.
BTW What is the octaneWriteBatch var ?
Now I'm just checking your script. I hope you don't mind but actually I'm new to phyton so...
I just debug it a little and the frame counter is updated, the animation flag is set but I still have the same problem. It "seems" that Blender doesn't set the correct frame.
BTW What is the octaneWriteBatch var ?
Win7 64bit | GTX480 | i3 540 3.07GHz | 4GB
Not from the programming side but just looking at the console: the exporter calls Octane with the same mesh file (ex.: testscene.obj) as the single frame render.
Doesn't have to call it with testscene_anim.obj ?
Doesn't have to call it with testscene_anim.obj ?
Win7 64bit | GTX480 | i3 540 3.07GHz | 4GB
As a test I modified the script removing the "_anim" assignement and it works
But I still don't know why I'm the only one having this problem...
A very small thing: using 'Blender.Scene.GetCurrent().update(1)' instead of Blender.Redraw(1) is much more reliable. I found it usefull.

But I still don't know why I'm the only one having this problem...
A very small thing: using 'Blender.Scene.GetCurrent().update(1)' instead of Blender.Redraw(1) is much more reliable. I found it usefull.
Win7 64bit | GTX480 | i3 540 3.07GHz | 4GB
Here are the example renders, one from Octane and z-depth pass from Blender (rendered in doubled resolution, gaussian blur filter with 1px radius, and then scaled to 1200x800).enricocerica wrote: Could you give more details about those problems as I really can't point them ?
Hi all!
I just wanted to quickly post a "public Thank You" to JAMES, for making the Blender Animation Exporter tutorial !!!
I hadn't had enough time to get into it so far, but thanks to you James i've been able to make my first animation video!
Many thanks !!!
There it is :
http://www.youtube.com/watch?v=8ikOY01Vars
Modelling done in Blender.
461 frames
5 hours of rendering (resolution 512x256 / 256 spp)
I just wanted to quickly post a "public Thank You" to JAMES, for making the Blender Animation Exporter tutorial !!!
I hadn't had enough time to get into it so far, but thanks to you James i've been able to make my first animation video!
Many thanks !!!
There it is :
http://www.youtube.com/watch?v=8ikOY01Vars
Modelling done in Blender.
461 frames
5 hours of rendering (resolution 512x256 / 256 spp)
2011 New Year Competition - 2nd Prize winning image
Visit my website: Fairview Studio 3D - Facebook page
i7 Quad-Core 2.67Ghz / 16Gb RAM / Windows 7 64bits / 2x GTX 680 / Octane v2.0 / CUDA Driver 6.0
Visit my website: Fairview Studio 3D - Facebook page
i7 Quad-Core 2.67Ghz / 16Gb RAM / Windows 7 64bits / 2x GTX 680 / Octane v2.0 / CUDA Driver 6.0
Nice job 
One criticism, i think the blend between the camera keyframes is to hard.
Maybe you can blend them softer, then it looks of one pice.
face

One criticism, i think the blend between the camera keyframes is to hard.
Maybe you can blend them softer, then it looks of one pice.
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
I totally agree with you Face, thanks for the crit
In fact in Blender's video sequencer I tried to "soften" the transitions but didn't succeed...
Anyway it was a "first try", I'll do better next time, I promise !!!
Cheers,
Madcoo

In fact in Blender's video sequencer I tried to "soften" the transitions but didn't succeed...

Anyway it was a "first try", I'll do better next time, I promise !!!

Cheers,
Madcoo
2011 New Year Competition - 2nd Prize winning image
Visit my website: Fairview Studio 3D - Facebook page
i7 Quad-Core 2.67Ghz / 16Gb RAM / Windows 7 64bits / 2x GTX 680 / Octane v2.0 / CUDA Driver 6.0
Visit my website: Fairview Studio 3D - Facebook page
i7 Quad-Core 2.67Ghz / 16Gb RAM / Windows 7 64bits / 2x GTX 680 / Octane v2.0 / CUDA Driver 6.0
Hi
I have a particle object with some stoneobjects distributed on it.
But when I export to Octance the stones do not appear.
I converted it into a mesh. But the stones still don't appear in Octane, only the Emitter-Object is visible.
If I render them with the Blender intern Renderer the stones are visible.
Does anybody have an idea what I do wrong ?
Kind regards
Alain
I have a particle object with some stoneobjects distributed on it.
But when I export to Octance the stones do not appear.
I converted it into a mesh. But the stones still don't appear in Octane, only the Emitter-Object is visible.
If I render them with the Blender intern Renderer the stones are visible.
Does anybody have an idea what I do wrong ?
Kind regards
Alain
Intel Pentium 2.8 GHz 2 Cores, 8 GB RAM, GeForce GTX Titan 8GB, Blender 2.72b, Win 7 64 Bit
@Alain, the object that is used for visualizing your particles must be on the active layers when you export
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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