[Unsupported] Blender plugin v1.11

Blender (Export script developed by yoyoz; Integrated Plugin developed by JimStar)
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matej
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MadMinstrel wrote:Not having that setting forces me to set it in octane for every light in the scene each time I test.
No, because Octane remembers the material settings you last saved. Unless you have "create or replace OCS" checked in the exporter, then it will overwrite the OCS each time you export (and you'll loose all the changes).
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MadMinstrel
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Hmm. I'll admit I've always pressed that button, but that's because I always had trouble with things not updating in Octane. Maybe it will be better with the new plugin, I'd have to test some more. It still means I'd have to go back and forth between octane and blender.

I still don't see why there would be no room for this particular setting, and humbly request that it is added.

And while we're on the topic of lights, exporting blender point lights as invisible spheres would be nice. Not necessary for anything in particular, just neat.
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orion_uk
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yoyoz wrote:Here's the option you need:
screenshot_030.png
Thanks Lionel but I did have Octane render engine selectd! Something got messed up in my Blender setup I guess!
but I deff had Octane engine active as it was fine for single image, prob was when i decided to try render animation button!

I fixed it anyway (plz see post above) Thanks for taking the time to post the screen shot though ;)
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yoyoz
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No problem, your turn to send a screenshot :-)
Which button are you talking about? If this is the one from my plugin, it'll start Octane but switch the blender interface as if it was internal renderer so the plugin can put back the image created by Octane...

I'm pretty sure there's a misunderstanding somewhere and I hope that's an easy fix.

cheers,
Lionel
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orion_uk
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yoyoz wrote:No problem, your turn to send a screenshot :-)
Which button are you talking about? If this is the one from my plugin, it'll start Octane but switch the blender interface as if it was internal renderer so the plugin can put back the image created by Octane...

I'm pretty sure there's a misunderstanding somewhere and I hope that's an easy fix.

cheers,
Lionel
Hi Lionel,

Heres the screen shot ;)

Having decided to actually read the info you posted here: http://www.refractivesoftware.com/forum ... =32&t=5661

All is a lot clearer and I get the process now ;)

I cant believe how much work you have put in to this baby, great stuff...THANK YOU once again for all your hard work :)
Attachments
Animation Button.PNG
Animation Button.PNG (20.61 KiB) Viewed 4532 times
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maximum-attack
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Thanks for the update yoyoz. Nice to have you back. This animation wouldn't have been possible without your plugin!


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yoyoz
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That's an awesome video! I'm really pleased as I put lots of efforts trying to make my plugin usable for animations... and thanks for the credits :D

Can you give us some numbers? (DL/PT/PMC, # of samples, time per frame, etc...)
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vipvip
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hi Lionnel

tnaks a lot (merci beaucoup ;) ) for this new release.
I noticed a problem ( it was still the case for the older one) : octane plugin is not accessible with the blender builds which integrate cycles renderer ( for the 2.59 AND 2.60 builds )...
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yoyoz
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Bonjour Vincent,

the Cycle builds prevent any other render engine to be used as they changed the way render engines can register to Blender. There's not a lot I can do at the moment and we must wait for 2.61 before having a final word about the right method to integrate into Blender multiple render engines.

Cheers,
Lionel

[EDIT]: BTW, you still can have 2 blender builds side by side
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vipvip
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Hi

thanks for the info.
Concerning the 2 version of blender, that's what i do: one 2.59 with octane and the 2.6 with cycles, to avoid preferences config. confusing.
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