Update for unofficial plugin soon (well, at least I hope)

Blender (Export script developed by yoyoz; Integrated Plugin developed by JimStar)
User avatar
matej
Licensed Customer
Posts: 2083
Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

steveps3 wrote:What I need now is some way of stopping Octane from using so much memory whilst voxelising. I quite often have to start using swap space after my 8GB of ram runs out.
The exporter can't do anything about that. The voxelization will eat less ram only if you reduce your polycount. Instancing will help in this, on the scenes where instancing can be applied.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
User avatar
steveps3
Licensed Customer
Posts: 1118
Joined: Sat Aug 21, 2010 4:07 pm
Location: England

Oh yeah, I appreciate that. It was just a throwaway comment. I think that it is nearly time to upgrade my PC. My old Q6600 is starting to show its age a bit. So this would be an ideal time to upgrade to 16GB ram.
(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)
User avatar
franbec
Licensed Customer
Posts: 18
Joined: Sun Jan 31, 2010 11:20 pm
Location: Spain

Great to see you again here, in You we trust. Thanks for excellent plugin.
Win 7 x64 | Gainward Gtx560ti 2gb | CoreI5 2500k 16GB |Blender 2.49|Sketchup|
DcVertice
Licensed Customer
Posts: 3
Joined: Wed Aug 24, 2011 9:25 am

The exporter crash in my last scene. I don't know the reason. :(
SamCameron
Licensed Customer
Posts: 162
Joined: Sun Jan 02, 2011 12:58 pm

WOOHOO!! The KING is back ;)
convergen
Licensed Customer
Posts: 65
Joined: Mon Mar 28, 2011 1:57 am
Location: Adelaide, Australia

Any word on updating it to work with the new 2.52 octane? i have a problem that if i am updating the OCS file, it fails on rewriting the materials i believe?
Convergen | Adelaide Australia
Windows 7 x64 | GTX 580 1.5GB | 12GB DDR3 | Core i7 920 @ 3.6ghz
User avatar
matej
Licensed Customer
Posts: 2083
Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

Lionel, dunno if you are still around, but here's one issue:

The current exporter (I'm using v1.09) does not export armatures - ie. all the bone transforms are cleared during export, so you end up with a re-setted armature.

EDIT
correction; the bone pose gets exported if the bone is keyed for the frame.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
User avatar
yoyoz
Licensed Customer
Posts: 451
Joined: Sat Dec 25, 2010 9:59 am
Location: Belgium

Sorry I've been away for a while and couldn't do much during my latest holidays...

Matej, are you still having the problem? I'm totally unfamiliar with this stuff (pfff, I'm so dumb sometimes :-))
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
User avatar
matej
Licensed Customer
Posts: 2083
Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

yoyoz wrote:Matej, are you still having the problem? I'm totally unfamiliar with this stuff (pfff, I'm so dumb sometimes :-))
Hey!

No, it's not a real issue, because if you keyframe the bone transforms (rotation, translation, etc..) for the given frame, it exports correctly. Only if the transform for a bone is not keyed (for the frame), that bone will get re-setted to the default position when you export the scene. When doing animations you would keyframe the bones anyway, I was just doing some character poses for still shots.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
Post Reply

Return to “Blender”