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Re: Non-offical Blender 2.56 plugin
Posted: Sun Jan 09, 2011 4:23 pm
by steveps3
THANKS!
working perfectly now.
Re: Non-offical Blender 2.56 plugin
Posted: Sun Jan 09, 2011 10:10 pm
by yoyoz
New animation test with updated v0.3 script (download from first post)
Workflow:
- render still image (with option 'Overwrite' ocs if needed)
- setup scene, material nodes, etc... in Octane then save on quit
- make sure option 'Overwrite ocs' is disabled
- render anim
Attached is a quick emitting particles anim + screenshot.
Bonus: hair-particles still-rendering
Re: Non-offical Blender 2.56 plugin
Posted: Sun Jan 09, 2011 10:24 pm
by SamCameron
To be honest I don't think the way it works the particle system to render in Octane is a solution, cause in my tests using the Particle Instancer Modifier is far from a good solution, it's a very heavy process all the time, even when exports to Octane, require a lot of time of exporting and importing into Octane. Octane Render should read the meshes directly from the scene as Blender does without having to use the particle instancer modifier.
Re: Non-offical Blender 2.56 plugin
Posted: Sun Jan 09, 2011 10:44 pm
by SamCameron
Please, can you tell me how to render these bullets? cause even with the particle instancer I cannot render the meshes where they should be, it appears in a different possition (related to the original mesh).
Re: Non-offical Blender 2.56 plugin
Posted: Mon Jan 10, 2011 1:24 am
by yoyoz
You must apply transforms (rotation scale and location) to the object otherwise modifers apply on the 'original'. This is why you didn't get the expected result. This rule applies for most of the modifiers, not only the particle one.
If you want to improve performance during modeling, you should use less polygons and use modifers. I've replaced your bullet in the second file so you can compare the smoothness in Blender. Exporting frame #169 to Octane gave me this:
- original mesh 38 secs to export, 605440 triangles in Octane
- simple mesh + subsurface level 2, 29 secs to export, 699012 triangles in Octane.
I've setup the modifer in both blend files so you can compare with the original. I also tweaked the render/display part of the particle system itself.
Re: Non-offical Blender 2.56 plugin
Posted: Mon Jan 10, 2011 12:30 pm
by steveps3
looks like we have a new blender exporter guru.
Great work.
Re: Non-offical Blender 2.56 plugin
Posted: Mon Jan 10, 2011 5:07 pm
by Squiggles
Re: Non-offical Blender 2.56 plugin
Posted: Mon Jan 10, 2011 8:33 pm
by r0ug3r
hi. i wanted to download the script but i was not authorized to download the file. may i please have a script? ( i am a licensed octane user too.)
thankz so much!!!
Re: Non-offical Blender 2.56 plugin
Posted: Tue Jan 11, 2011 9:55 am
by dave62
i love the script! dont got to use 2.49 anymore!!
2.56 script works great for me under ubuntu64/osx/winxp!
thanks a lot yoyoz!
Re: Non-offical Blender 2.56 plugin
Posted: Tue Jan 11, 2011 10:42 am
by mib2berlin
@r0ug3r, i downloaded yesterday without problems, may a mail to the support guy´s?
Btw. the plugin works fine here for me, thank you.
Cheers mib