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Re: Beta 2.2 RC1: Blender Export Script testing thread
Posted: Fri May 14, 2010 3:02 am
by DayVids
meaning this is NOT for 2.5.2? or it also works in 2.49
enricocerica wrote:Hi Blender heads, the script is working in windows environment for now, a version working with Linux will be available later on.
Edit:Also the script is for Blender 2.49
Re: Beta 2.2 RC1: Blender Export Script testing thread
Posted: Fri May 14, 2010 3:08 am
by saikafu
thx about good exporter
but there a issu about the obj file seems dosen't overwrite
so is it correctly?
Re: Beta 2.2 RC1: Blender Export Script testing thread
Posted: Fri May 14, 2010 5:08 am
by john
Thanks, Enrico, for the quick reply.
There is probably something obvious that I am missing here. I created an animation in Blender. When initially exported to Octane it worked as expected. I wanted to adjust the lighting and kernel, so I used the exporter to render the first frame in Octane. I made my adjustments and saved the Octane file. I attempted to export the animation again and selected the existing Octane file. The script runs but I get an error when Octane opens. I made a second attempt after deleting the mesh node in my Octane file. I got the same error message.
My question is what is the correct workflow for making adjustments in Octane when I want to render an animation made in Blender?
Re: Beta 2.2 RC1: Blender Export Script testing thread
Posted: Fri May 14, 2010 5:09 am
by thwak
DayVids wrote:
enricocerica wrote:Hi Blender heads, the script is working in windows environment for now, a version working with Linux will be available later on.
Edit:Also the script is for Blender 2.49
meaning this is NOT for 2.5.2? or it also works in 2.49
I read it to mean that it is for 2.49 only. It will have to be ported over to a different version of Python to work in 2.5.x.
Re: Beta 2.2 RC1: Blender Export Script testing thread
Posted: Fri May 14, 2010 6:22 am
by enricocerica
DayVids wrote:meaning this is NOT for 2.5.2? or it also works in 2.49
enricocerica wrote:Hi Blender heads, the script is working in windows environment for now, a version working with Linux will be available later on.
Edit:Also the script is for Blender 2.49
I didn't test it in 2.5 and I even don't know what would be the differences in the coding, I never used Python under the 2.5 version, this will be done later.
Re: Beta 2.2 RC1: Blender Export Script testing thread
Posted: Fri May 14, 2010 6:25 am
by enricocerica
saikafu wrote:thx about good exporter
but there a issu about the obj file seems dosen't overwrite
so is it correctly?
If you are rendering an animation, the original obj file is not replaced, an obj file with the project name followed by _anim is created first time and replaced at each frame. If you are rendering a single frame the obj file should be replaced, let me know in what situation you are.
Re: Beta 2.2 RC1: Blender Export Script testing thread
Posted: Fri May 14, 2010 6:47 am
by enricocerica
john wrote:Thanks, Enrico, for the quick reply.
There is probably something obvious that I am missing here. I created an animation in Blender. When initially exported to Octane it worked as expected. I wanted to adjust the lighting and kernel, so I used the exporter to render the first frame in Octane. I made my adjustments and saved the Octane file. I attempted to export the animation again and selected the existing Octane file. The script runs but I get an error when Octane opens. I made a second attempt after deleting the mesh node in my Octane file. I got the same error message.
My question is what is the correct workflow for making adjustments in Octane when I want to render an animation made in Blender?
When you render the animation, a file with the project name followed by _anim is created but in the parameters passed to octane, the initial obj file is referenced and it should correspond to the project name, so this mean that the project name and the obj file should always be the same as soon as you want to control the process from the Blender script.
The basic workflow for a new project should be as follow:
Create your scene
Set the project path and name
Start a first render to export the scene and to create the ocs file if it doesn't exist
Make changes in Octane and save them in the same ocs file (save option should be ok as it is already created)
Back to Blender, select the image output path and name
Start animation keeping the same project path and name
The workflow for an existing project should be as follow:
Select the existing project path and name
Select the image output path and name
If you are sure the obj file used with the ocs file has the same name as the project, go ahead with the animation
If the obj file has a different name than the project name, you must create a new one or rename you project file according to the obj file.
Re: Beta 2.2 RC1: Blender Export Script testing thread
Posted: Fri May 14, 2010 7:20 am
by saikafu
enricocerica wrote:saikafu wrote:thx about good exporter
but there a issu about the obj file seems dosen't overwrite
so is it correctly?
If you are rendering an animation, the original obj file is not replaced, an obj file with the project name followed by _anim is created first time and replaced at each frame. If you are rendering a single frame the obj file should be replaced, let me know in what situation you are.
thx . when i setup all things and i just render a frame then i press the export obj/mtl button to export the scene .in the first time everything is fine . the geometrys and the materials are right then i quit from octane render change something in blender3D then do the same things again (export the scene) , but the octane render dosen't change anything , the octane render will read the same ocs file and render them ,so i go to my folder and delete the ocs file then do the same thing again and everything will be fine...that all
do i have any wrong steps or miss anything?
Re: Beta 2.2 RC1: Blender Export Script testing thread
Posted: Fri May 14, 2010 7:43 am
by face
saikafu wrote:enricocerica wrote:saikafu wrote:thx about good exporter
but there a issu about the obj file seems dosen't overwrite
so is it correctly?
If you are rendering an animation, the original obj file is not replaced, an obj file with the project name followed by _anim is created first time and replaced at each frame. If you are rendering a single frame the obj file should be replaced, let me know in what situation you are.
thx . when i setup all things and i just render a frame then i press the export obj/mtl button to export the scene .in the first time everything is fine . the geometrys and the materials are right then i quit from octane render change something in blender3D then do the same things again (export the scene) , but the octane render dosen't change anything , the octane render will read the same ocs file and render them ,so i go to my folder and delete the ocs file then do the same thing again and everything will be fine...that all
do i have any wrong steps or miss anything?
When the scene doesn´t exists, then a new one will created. If the scene exists, the old scene will be used...
Things that can´t exported will not changed when you use the old scene. eg. the focal depth or materials.
Re: Beta 2.2 RC1: Blender Export Script testing thread
Posted: Fri May 14, 2010 7:47 am
by enricocerica
saikafu wrote:enricocerica wrote:saikafu wrote:thx about good exporter
but there a issu about the obj file seems dosen't overwrite
so is it correctly?
If you are rendering an animation, the original obj file is not replaced, an obj file with the project name followed by _anim is created first time and replaced at each frame. If you are rendering a single frame the obj file should be replaced, let me know in what situation you are.
thx . when i setup all things and i just render a frame then i press the export obj/mtl button to export the scene .in the first time everything is fine . the geometrys and the materials are right then i quit from octane render change something in blender3D then do the same things again (export the scene) , but the octane render dosen't change anything , the octane render will read the same ocs file and render them ,so i go to my folder and delete the ocs file then do the same thing again and everything will be fine...that all
do i have any wrong steps or miss anything?
I tested it and it works for me, here is what I did, just to be sure I tested the same way as you.
I created a scene with 2 cubes
I render it a first time so it exports the obj and creates the ocs file
I quit Octane
Back to Blender I added a cube and pushed the render button again, Octane renders the scene with the additional cube