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Re: Community Plugin 1.50 - fixed for Octane 1.5+

Posted: Mon Apr 28, 2014 3:51 pm
by matej
kavorka wrote:Or maybe even something like the material editor where to add a render target.
It would be possible, but if you want to "add" RTs inside Blender, then this immediately requires a separate GUI panel/tab and a mechanism to specify cameras/resolutions/environments... for each RT, plus Lua scripts to move all this data into Octane.

But I'll look into the possibility to have names added to a dropdown. Maybe even a button that would read the existing project .ocs and import the names of RT nodes defined there, as a convenience.

Re: Community Plugin 1.50 - fixed for Octane 1.5+

Posted: Mon Apr 28, 2014 3:55 pm
by matej
ROUBAL wrote:I have not yet tested for animations, but the ability of saving the camera/render target is a great improvement ! Well done ! Thank you very much Matej ! :P
I've tested all the scenarios and combinations of exporter modes, and afaik it works ok. But yes, do some testing please and report any possible problems.

Re: Community Plugin 1.50 - fixed for Octane 1.5+

Posted: Mon Apr 28, 2014 4:07 pm
by kavorka
matej wrote:
kavorka wrote:Or maybe even something like the material editor where to add a render target.
It would be possible, but if you want to "add" RTs inside Blender, then this immediately requires a separate GUI panel/tab and a mechanism to specify cameras/resolutions/environments... for each RT, plus Lua scripts to move all this data into Octane.

But I'll look into the possibility to have names added to a dropdown. Maybe even a button that would read the existing project .ocs and import the names of RT nodes defined there, as a convenience.

Ahh, sorry. I didnt mean actually setting up the render target. Just a list of targets. Imagine how you add multiple materials, but there are no settings.
Basically, just showing you all the possible camera targets you can choose from. Personally, I don't like changing anything in Blender, I do it all in Octane.

Re: Community Plugin 1.50 - fixed for Octane 1.5+

Posted: Mon Apr 28, 2014 4:23 pm
by matej
kavorka wrote:Personally, I don't like changing anything in Blender, I do it all in Octane.
Yep, that's how I do it too. I never used the material tab, for example, because I ever did all the shading inside Octane.

It could be done in two ways:

1.) Read the .ocs and get the names of existing RT nodes from there
2.) Just have a list where you save arbitrary names

Imo, option 1.) is better and the proper way to do it. I's not top priority, but eventually I'll look into it :)

Re: Community Plugin 1.50 - fixed for Octane 1.5+

Posted: Tue Apr 29, 2014 5:36 pm
by matej
One little thing that slipped me in the last version: If you render a still image and do not import image into Blender, it will block the Blender window, until Octane process returns (ie. you close it manually).

It will be fixed in the next update, but if it bothers you too much, just overwrite this file in your 'octanerender' folder:
engine.py.zip
(4.95 KiB) Downloaded 351 times
(prob. you also need to delete the __pycache__ folder there and the engine.pyc if it exists)

Re: Community Plugin 1.50 - fixed for Octane 1.5+

Posted: Tue Apr 29, 2014 6:15 pm
by kavorka
I did a little testing and the camera export wasnt working for me.
Is there something I have to do to get it all to work?

I went back to the old exporter so I could get work done so I didnt really test it fully.

Re: Community Plugin 1.50 - fixed for Octane 1.5+

Posted: Tue Apr 29, 2014 6:32 pm
by matej
kavorka wrote:I did a little testing and the camera export wasnt working for me.
Nothing special should be done besides having "export camera" enabled and a valid RT name. I would need more info (console output). Also check if "camUpdate.lua" file exists in your export folder, after you've exported the scene.

Re: Community Plugin 1.50 - fixed for Octane 1.5+

Posted: Tue Apr 29, 2014 8:04 pm
by kavorka
It kept saying it couldnt find the lua script.
How does it get generated?

Re: Community Plugin 1.50 - fixed for Octane 1.5+

Posted: Tue Apr 29, 2014 9:05 pm
by matej
kavorka wrote:It kept saying it couldnt find the lua script.
How does it get generated?
It's generated from a template for each frame. If you have access to the console output that is written on each export from Blender, please post it here. Specifically "Launching Octane ..." line, where it lists the path to the .lua file among other cmd args.

Re: Community Plugin 1.50 - fixed for Octane 1.5+

Posted: Wed Apr 30, 2014 2:19 pm
by r-username
thanks for the update(s)