[Unsupported] Blender plugin v1.12

Blender (Export script developed by yoyoz; Integrated Plugin developed by JimStar)
Post Reply
User avatar
aLeXXtoR
Licensed Customer
Posts: 294
Joined: Sat Oct 29, 2011 5:38 pm
Location: Russia, St. Ptetersburg
Contact:

DayVids, if you're trying to render animation, make sure that you input Image output directory without file name.
Win 10 Pro 64bit | GeForce RTX 2070 SUPER 8Gb | AMD Ryzen 7 3700X | 32GB RAM
WebSite
Showreel
DayVids
Licensed Customer
Posts: 350
Joined: Tue May 11, 2010 2:35 am

Thanks, I also discovered that if you want to use a live DB material, the link is lost every time, unless you save the liveDB material locally and then save the OCS file with that local ocm attached instead. What a bunch of hassles, I promise you, I can't express my appreciation enough for this tool, I just wish that things would get better between blender and octane ( I feel a bit like I'm losing my mind whenever I look at it with anything beyond a model export and single frame render in octane ).

Again, thanks for all the help, (HOPEFULLY*** I will have this working so I can win convince them to give me the commercial)
CPU - i7-950 3.06 Ghz, 24GB Ram, Win7 x64, 2 display monitors, GeForce GTX 580 3GB Classified. I'm glad to say I LOVE OCTANE!
User avatar
yoyoz
Licensed Customer
Posts: 451
Joined: Sat Dec 25, 2010 9:59 am
Location: Belgium

stiwi wrote:Hi, I still can´t get my fountain to work properly. I tried aLexxtoR´s hint but maybe I did something wrong. I reduced my project to surface, fountain and camera and attached it. Maybe someone can find out.

Thanks

stiwi
Hi Stiwi,

a couple of issues with your scene:
- the particle instance on your drops was pointing to particlesystem #2 instead of #1 (your emitter only has one particlesystem)
- you scaled/rotated/moved your drop mesh in object mode, while it should stay at default coordinates and scaled/rotated in edit mode. Positioning will be managed by the emiter.

I've replaced your drop mesh with a simple cube at default location and just rescaled it in place and in edit mode (look attachment below). You'll have to edit the various paths if you want to play with it.

Regards,
Lionel
Attachments
animdrops.blend.zip
(203.08 KiB) Downloaded 209 times
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
stiwi
Licensed Customer
Posts: 141
Joined: Fri Dec 03, 2010 9:19 am
Location: Germany

Hi yoyoz,

thanks a lot for your assistance. I´ve been playing around with your example for hours in order to understand what you did.
But I have to admit I wasn´t able to. Seems that animating still isn´t that easy.
while it should stay at default coordinates and scaled/rotated in edit mode


Which are the default coordinates?
I've replaced your drop mesh with a simple cube at default location
I didn´t find a cube in that scene at all. You didn´t use an icosphere?

Thanks again

stiwi
AMD Phenom II X6 1090T, 3.2 GHz
Zotac GeForce GTX 1060 AMP! 6 GB
Rhino 5
octane 1.20
WIN 7 (64)
User avatar
yoyoz
Licensed Customer
Posts: 451
Joined: Sat Dec 25, 2010 9:59 am
Location: Belgium

Default coordinates are 0,0,0 :-)
If you select your drop and switch to edit mode, you'll find a cube located roughly at 0,0,0

I'll try to render an animation this WE, but I'm busy at work today.

Cheers
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
stiwi
Licensed Customer
Posts: 141
Joined: Fri Dec 03, 2010 9:19 am
Location: Germany

Hi yoyoz,

no need to render the scene. To get the thing to work I just copied your file into my scene and it works great, thank you!

But I still have no idea how you did it. I "learned" my way of doing it from a video tutorial. But that didn´t cover exporting the scene to octane. Maybe that is the difference.

Why do you use that cube? And how do you implement it to the scene? Do you happen to know a tutorial for that?

Thanks

stiwi
AMD Phenom II X6 1090T, 3.2 GHz
Zotac GeForce GTX 1060 AMP! 6 GB
Rhino 5
octane 1.20
WIN 7 (64)
User avatar
yoyoz
Licensed Customer
Posts: 451
Joined: Sat Dec 25, 2010 9:59 am
Location: Belgium

Hi Stiwi,

I don't know any tutorial covering the particle tricks to make them properly for Octane. I had to find out by myself and I can tell you it was pretty hard knowing I've very little of knowledge of Blender...

I had to remove the geometry you built because I had hard time finding where it was (it was so small!!!). I used a cube because it's simple geometry and despite my laptop looks powerfull it indeed performs quite bad when displaying lot of geometry - I didn't try to mimic a real drop, just make it easy to setup the particles.

A key point when dealing with Blender (and not only with regard to Octane) is to really understand what happens when you move/scale/rotate objects. Whenever a modifier references another object, the reference is the origin of the said object. It means that if you moved the geometry away from it while in edit mode, the mesh will keep this offset whenever you need it. Same rule for scale and rotation. Jonathan Williamson put some emphasis on this (and with better explanations than mine) in some tutorials on BlenderCookies, but I cannot point to a specific one for reference.

Now back to particles: you got the point that what will be exported is the object having the particle instance, not the rendered object you can assign from the emitter itself. As a good practice I would recommend that for display you use 'point' or 'crosshair' so you're not distracted with the internal render mechanism. Once you've done that you'll get a better view of where your actual geometry will go. If from there you only edit your particles in edit mode instead of object mode, you'll probably have a better control of what you're doing.

Cheers,
Lionel
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
stiwi
Licensed Customer
Posts: 141
Joined: Fri Dec 03, 2010 9:19 am
Location: Germany

Hi yoyoz,

thanks again! I´ve been away for three days, so it´s my first chance today to see what you have written.

I sure hoped that things would be a bit easier, but it looks like I have to go into deep to get the right result. I´m so glad there is no deadline for this animation....

So I go and work my way into it;-)

Best regards

stiwi
AMD Phenom II X6 1090T, 3.2 GHz
Zotac GeForce GTX 1060 AMP! 6 GB
Rhino 5
octane 1.20
WIN 7 (64)
SamCameron
Licensed Customer
Posts: 162
Joined: Sun Jan 02, 2011 12:58 pm

Lionel, Would be possible to add this feature:

http://www.youtube.com/watch?v=Djd178qmjY8

it's based on markers, looks like actually the exporter do not consider the camera markers as a switch, would be nice to have this feature, what do you think?
User avatar
yoyoz
Licensed Customer
Posts: 451
Joined: Sat Dec 25, 2010 9:59 am
Location: Belgium

Hey Sam, I just tried to reproduce it and it works out of the box :-)

[EDIT] it seems it works only for stills but not when letting the script do the animation. I need to check how to bypass that.... :-(
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
Post Reply

Return to “Blender”