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Re: Blender instances "patch" for the unofficial exporter
Posted: Thu Sep 20, 2012 9:08 pm
by ROUBAL
or how to make Blender "focus" on the rendertarget when rendering, rather than the obj.
I think that it is not related to Blender exporter, but instead some code to type on command line when launching Octane from the console.
I cand find the post that was speaking about this topic... Sorry

Re: Blender instances "patch" for the unofficial exporter
Posted: Fri Sep 21, 2012 4:50 am
by roeland
It is here:
http://render.otoy.com/forum/viewtopic.php?f=21&t=20465
To render a certain rendertarget use
-t RenderTargetNode.
--
Roeland
Re: Blender instances "patch" for the unofficial exporter
Posted: Thu Sep 27, 2012 3:33 pm
by thiagobulhoes

Instance animation test, I was wondering how to use instance in animation, then I had this idea, I just replace the name of the nodes, and I a put the project name in the geometrygroup node, enjoy animation!!!!
https://vimeo.com/50304417
Re: Blender instances "patch" for the unofficial exporter
Posted: Thu Sep 27, 2012 3:39 pm
by mtmx
Thanks, I will give it a try!

Re: Blender instances "patch" for the unofficial exporter
Posted: Thu Sep 27, 2012 10:33 pm
by ROUBAL
Very clever idea ! Most interesting ! Thank you.

Re: Blender instances "patch" for the unofficial exporter
Posted: Fri Sep 28, 2012 4:43 am
by mtmx
Worked like a charm! Thank you thiagobulhoes!
Re: Blender instances "patch" for the unofficial exporter
Posted: Fri Sep 28, 2012 11:47 am
by ROUBAL
Unfortunately, I have no time currently to experiment. I was wondering this night about rendering animations with instances : if I am not wrong, the exporter script updates only an obj, so if it relinks only the last geometry node renamed like the obj, how does it relinks the various obj files contained in a instanced setup ? And if it even relinks them, only one obj can be animated if I understand well.
If I consider the current project that I am working on, I am using many Macro obj nodes (one ocm/obj node for each highly detailed vehicle, character and prop that I have modelled in separate Blender file. For each I have setup materials in a separate Octane ocs file and saved the obj node into a Macro ocm node.
Some obj nodes are static (many of them are instanced with a scatter node), and other will have to be animated in Blender and exported for each frame.
How does it work with your system ?
For what I understand, only the camera would be animated...
Re: Blender instances "patch" for the unofficial exporter
Posted: Fri Sep 28, 2012 12:04 pm
by mtmx
I think that all animated models and the camera should be contained in the main blend file that will launch the animation process, to create one obj that gets updated for each frame, and the static objects can be separate obj files.
Re: Blender instances "patch" for the unofficial exporter
Posted: Fri Sep 28, 2012 5:25 pm
by thiagobulhoes
It works for objects animated inside the blender project file, but if the instance particles are animated ...then it will not work.
My hope is a small change in scatter node; if the scatter node update the CSV file on every project load, and the blender exporter overwrite the CSV file on each exporter, thai it will work, I really think its a easy way fix this limitation.
https://vimeo.com/50386950
Re: Blender instances "patch" for the unofficial exporter
Posted: Fri Sep 28, 2012 6:32 pm
by matej
Yeah, this instances patch is not really meant for animations

We are waiting for two things here:
1.) A final Octane instances release, that stabilizes the workflow
2.) A new scene interchange format (that Otoy is supposedly creating), that would make transferring instances info to Octane easier & get rid of all the .cvs / .obj / .mtl,.... files.
When this conditions are met, then
someone will have to make the instances support an integral part of the exporter and the animation workflow.