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 yoyoz » Fri Mar 25, 2011 1:28 pm

yoyoz Fri Mar 25, 2011 1:28 pm
with exporter v0.9x you can't pass the environment HDRi to Octane. You can do it with v1.xx, but it doesn't use the texture slot anyway (at the moment), just a file name.
However, if you set it in Octane once, then it will stay for the whole animation (except if you tell the exporter to overwrite the ocs file), so I don't see why you would have to do that for each frame...
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Re: Non-offical Blender 2.56 plugin

Postby Headroom » Fri Mar 25, 2011 3:22 pm

Headroom Fri Mar 25, 2011 3:22 pm
Lionel,

Thanks for the quick answer. It dawned on me after I posted the question that this was the answer to my question and you exporter handled the first few hundred frames of the animation just beautifully. Your wonderful piece of software enables a user to do animation with an unbiased renderer directly and easily from within Blender.

I've been interested in CG since college, so for at least for at least 25 years now and that just blows my mind!
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Re: Non-offical Blender 2.56 plugin

Postby Headroom » Fri Mar 25, 2011 4:51 pm

Headroom Fri Mar 25, 2011 4:51 pm
When watching my animated sequence I noticed that the Focal Depth changed slightly but visibly in parts of the sequence. Easy enough to fix! It got me thinking however ;-)
I read through most of this thread and there seems to be some misunderstanding between the terms Focal Depth and Depth of Field DoF and Focus Point.

The term Depth of Field (DoF) as it is used in Blender actually describes the focus point not the DoF. The tool tip describes this correctly.
The equivalent Octane command line would be cam-focaldepth and if I can trust my eyes that is what the the little animation that can be found in this thread showcases.

Depth of field on the other hand refers to the range of distance that appears acceptably sharp and while dependent on a few other things as camera type and focussing distance is mostly influenced by the aperture setting. The Octane command line would be cam-aperture. I am not sure there is a setting in Blender (other than the defocus node in the compositor) that would be animatable, however, it would be a really cool feature and would come in quite handy for my current project!
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Re: Non-offical Blender 2.56 plugin

Postby Headroom » Fri Mar 25, 2011 4:55 pm

Headroom Fri Mar 25, 2011 4:55 pm
Here is a link to a site where that is explained better than I could do it:

http://www.cambridgeincolour.com/tutorials/depth-of-field.htm
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Re: Non-offical Blender 2.56 plugin

Postby yoyoz » Fri Mar 25, 2011 5:50 pm

yoyoz Fri Mar 25, 2011 5:50 pm
The aperture is not in Blender but is available in the exporter :-) The place where you control it depends on the version you use (main panel for v0.9x, camera panel for v1.xx), but you can animate it (I can't retrieve a sample scene I posted, with camera tracking, DoF tracking and aperture anim - it's probably somewhere in the middle of hundreds of posts).

For the DoF stuff, if you don't change the default values from blender the autofocus of Octane will be used. Otherwise, the focal point will be driven by blender's setting, with either a distance or an object to track.

I'm not a CG specialist and may not always use the proper terminology, but to my understanding what you want to achieve can be done with the exporter in its actual status (don't forget it adds options not present in blender).

[EDIT] here's the link I was looking for: download/file.php?id=7933 . I can't remember if aperture is animated in this one but it can definitely be.
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Re: Non-offical Blender 2.56 plugin

Postby Headroom » Fri Mar 25, 2011 7:52 pm

Headroom Fri Mar 25, 2011 7:52 pm
Yoyoz,

I fixed the focal point "jumping" issue already by providing it with an empty to track (in addition to the actual camera tracking empty.

And...I found the setting for the aperture. Even though I was looking for it mostly in the camera settings it's was right in front of my eyes in the general render panel :oops: :oops: :oops:

Fantastic!

Thank you very much!
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Re: Non-offical Blender 2.56 plugin

Postby yoyoz » Fri Mar 25, 2011 10:11 pm

yoyoz Fri Mar 25, 2011 10:11 pm
You're welcome!

When you switch to v1.xx of exporter you'll find the aperture setting at the right place :-)
(check documentation first, v1.XX is for svn versions of blender at the moment)
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Re: Non-offical Blender 2.56 plugin

Postby vinz » Thu Mar 31, 2011 5:07 pm

vinz Thu Mar 31, 2011 5:07 pm
Hi Yoyoz, at first thanks you gain for your nice works ;)

i've made some search around but didn't find usefull stuff about!
in fact, i'm looking for a way , for blender launching octane window in background during animations (or octane windows stay minimized )...
windows alway focus on octane on each frame, and i cannot use my computer during rendering process!

is there trick, or a line that i can modify inside your code, in order to achieve that?

thanks yu
vincent
:)
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Re: Non-offical Blender 2.56 plugin

Postby dave62 » Thu Mar 31, 2011 5:16 pm

dave62 Thu Mar 31, 2011 5:16 pm
vinz wrote:Hi Yoyoz, at first thanks you gain for your nice works ;)

i've made some search around but didn't find usefull stuff about!
in fact, i'm looking for a way , for blender launching octane window in background during animations (or octane windows stay minimized )...
windows alway focus on octane on each frame, and i cannot use my computer during rendering process!

is there trick, or a line that i can modify inside your code, in order to achieve that?

thanks yu
vincent
:)


yes i know this problem. its very annoying. i think the user cant change nothing in this case:( octane needs to be improved for this in future releases..
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Re: Non-offical Blender 2.56 plugin

Postby vinz » Thu Mar 31, 2011 8:12 pm

vinz Thu Mar 31, 2011 8:12 pm
Thanks for the info dave :)
so... i'll wait for this improvement.
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