Hi,
Any updates about the plugin? Im working with it, and is helping me a lot.. so im just curious... : )
Thanks
[Unsupported] Blender plugin v1.xx - Code
Windows 10 pro x64 | Geforce GTX 980| AMD FX-9590 | 8GB DDR3| Octane render 3.03 |
Possibly when XML hierarchy for .oct will be supported I guess.anereton wrote:Hi,
Any updates about the plugin? Im working with it, and is helping me a lot.. so im just curious... : )
Thanks
But I'm curious too

http://www.visnevskis.com
Vista64/Ubuntu, GTX470/580
Vista64/Ubuntu, GTX470/580
hi
i have a question. Im using 2.57 and your plugin, but have a little problem. When i export obj of my scene from blender(not plugin) it takes textures for each object directly from uv image editor, super handy! But when i export my scene from plugin, it just using material without texture, unless i add it to material. Any way to do what i want from within plugin, or any way to just use my camera position in octane without plugin.
Sorry for my english. Thanks for help.
i have a question. Im using 2.57 and your plugin, but have a little problem. When i export obj of my scene from blender(not plugin) it takes textures for each object directly from uv image editor, super handy! But when i export my scene from plugin, it just using material without texture, unless i add it to material. Any way to do what i want from within plugin, or any way to just use my camera position in octane without plugin.
Sorry for my english. Thanks for help.
@portgas, the proper way to work with materials is to have images applied in texture slots of your material. That's what the exporter assumes - that you have properly created materials. The UV/image panel is there for other purposes, not material setup. The exporter can't guess to which channel do you want your currently visible texture applied.
@DcVertice, check the console if there are any crash reports
@DcVertice, check the console if there are any crash reports
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
Images(Png) from rendering an animation with Blender exporter v1.09d, do they contain alpha channels?
(i want to place the animation in videoclips)
Thanks in advance.
(i want to place the animation in videoclips)
Thanks in advance.
Win 10 - 64 bit, Intel Corei7-7800X CPU @ 3.50GHZ, 32 gb ram, 2x Gigabyte RTX 2060 SUPER 8GB, OctaneRender for Blender - The most recent stable build - Houdini indie 18.5.499
@ Lakris
Yes you can enable png alpha, it's not dependant of the exporter, it's an option of Octane itself :
In the rendertarget menu, you'll find the options that you need :
- alpha channel,
- premultiplied alpha
- and keep environnement
As I said, to enable or disable this options, it's in Octane, so you'll have to make the ocs file (using the "render still image" option, then modify wathever you want to.
save the ocs and close Octane. your alpha settings will be kept next time you launch the exporter for your animation rendering.
Yes you can enable png alpha, it's not dependant of the exporter, it's an option of Octane itself :
In the rendertarget menu, you'll find the options that you need :
- alpha channel,
- premultiplied alpha
- and keep environnement
As I said, to enable or disable this options, it's in Octane, so you'll have to make the ocs file (using the "render still image" option, then modify wathever you want to.
save the ocs and close Octane. your alpha settings will be kept next time you launch the exporter for your animation rendering.
Titan Black + GTX 580-3go / Win 7 pro 64 bits / C4DR14 with integrated plugin / Blender / Octane standalone /
website : http://www.kiwimage.com
website : http://www.kiwimage.com