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Re: Non-offical Blender 2.56 plugin

Posted: Fri Jan 21, 2011 10:17 am
by dave62
@yoyoz

you got fame:

http://www.blendercookie.com/2011/01/20 ... +Cookie%29

also mentioned at bn..:)

Re: Non-offical Blender 2.56 plugin

Posted: Fri Jan 21, 2011 1:37 pm
by tungerz
Yo yoyoz,
Great work, Thank you for all your doing with the script.

Works great,
only problem i'm having is exporting and rendering hair and particles...
Any tips or advice?
I tried to convert them (read it somewhere) but still failed...

Anywho,
Thanks again for all of your time and knowledge :)

Cheers,

Andy

Re: Non-offical Blender 2.56 plugin

Posted: Fri Jan 21, 2011 2:24 pm
by dono
Wow, wow, wow ! Amazing work ! Thanks :)

Just a quick question. When I export the animation with fly button, blender no longer exports obj, which is really good, BUT octane import obj and camera. Would it be not possible that octane import only the position of the camera and not the obj again ? It would be more more faster !

Sorry for my bad english :roll:
Cheers

Re: Non-offical Blender 2.56 plugin

Posted: Fri Jan 21, 2011 3:14 pm
by yoyoz
Hi guys, nice to see you like it :-)

@ tungerez: I've already made a couple of posts here about particles with 2.56: as far as I understand, for them to be converted into meshes you must set a particle instance on the object you want to duplicate and link it to the particle system of the emitter. This needs a lot of tweaking to get the wanted result but you'll find some samples in this thread.

@ dono: not exporting obj is the only thing that can be done at the moment with the way octane works. If you only need timetable animation then I recommend you do it from octane itself. Note that fly mode exports Camera AND sun direction.

@ dave62: Jonathan is really a talented trainer and I'm both proud and happy he can explain better than myself how the plugin works. This also reminds me there's room for improvement in the interface :-)

Re: Non-offical Blender 2.56 plugin

Posted: Fri Jan 21, 2011 3:22 pm
by SamCameron
Yoyoz, now the coordinates are OK, but the problem here is with the materials, in the last image from you (the one with pipes) you got blue materials, and I get white materials, did you tweak it manually? cause my script only brings white materials into octane. Also I had to set up the texture for that scene.

Re: Non-offical Blender 2.56 plugin

Posted: Fri Jan 21, 2011 3:45 pm
by yoyoz
Sam, the screnshot I posted from your blend file was made using clay colored rendering, straight out of blender export without touching anything (except reloading the image). I recommend you lower your specular values and/or decrease hardness in blender. I'll write a guide about the way materials are now converted later this WE, and the reason why you're getting brighter material compared to previous versions of plugin.

Re: Non-offical Blender 2.56 plugin

Posted: Fri Jan 21, 2011 5:13 pm
by dave62
hey yoyoz,

maybe this question should be better adressed to the octane crew. maybe you know aswell: is it possible to return the rendered picture directly to blender (like in luxrender)?
so you could easily use octane with the nodes in blender. i love the way how the vray (bdancer) script works. its damn fast..
http://vray.cgdo.ru/

regards dave

Re: Non-offical Blender 2.56 plugin

Posted: Fri Jan 21, 2011 5:16 pm
by steveps3
Lionel,

Have you added the 2 x specular value change yet. My post on the 2.41 thread seemed to get ignored so I think for now the best thing to do would be to multiply the specular values by 2. At least Octane will show the same specular values as Blender does. There are still the issues with mirror materials but I think, as mentioned earlier, it might be best just to use the blender materials as a base and then set the materials correctly in Octane.

I'm waiting to get home so that I can see what Jonathan has put in his tutorial.

If you need any more testing done, I will be around this weekend so I can spend a few hours testing.

Re: Non-offical Blender 2.56 plugin

Posted: Fri Jan 21, 2011 5:22 pm
by yoyoz
Hi Dave,

the only way it could be done at the moment would be to fully render the image with a predifined number of samples and then display the result in Blender. Any real-time or regular updates in Blender would require heavy modifications in Octane.

Regards,
Lionel

Re: Non-offical Blender 2.56 plugin

Posted: Fri Jan 21, 2011 5:33 pm
by yoyoz
Hi Steve,

the 0.73 you had didn't include the new material logics. v0.74 (v0.75 is 100% the same, I was just too lazy to fix the version increment) has the x 2 fix, for glossy only (I made wrong tests with x2 on specular mat). I've started a new thread about material export for clarification.