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Re: Blender instances "patch" for the unofficial exporter

Posted: Fri Sep 28, 2012 8:43 pm
by ROUBAL
@matej : I have experimented a lot recently, and your instances/scatter patch is really a great improvement ! I am currently making an intensive use of it : City props, cars, and even cars wheels using the same placement node. Thanks again !

Below, a first real situation test. The background is just a random temporary photo for testing purpose only.

Later, the whole set will be 3D. I will use a lot the scatter node for instanced details on architecture (windows, columns, pilasters on balconies).

Re: Blender instances "patch" for the unofficial exporter

Posted: Tue Oct 02, 2012 12:08 am
by theCreativeMind
Great script!

thanks for the your work!

Is it possible to influence the PS density and the PS grass object length with weight paint map?!
Or is there another way to do that?

With weight paint method one can create realistic grass field...

all the best,

vis4arch

Re: Blender instances "patch" for the unofficial exporter

Posted: Tue Oct 02, 2012 8:38 am
by steveps3
Yes, you can use weight paint to influence the grass particles. I have used it to great effect.

Re: Blender instances "patch" for the unofficial exporter

Posted: Tue Oct 02, 2012 10:47 am
by theCreativeMind
Great, thanks..

Than i'll give it another try! :)

all the best,

vis4arch

Re: Blender instances "patch" for the unofficial exporter

Posted: Mon Oct 15, 2012 2:43 pm
by Saramary
Guys, need your help. :? I had made something wrong, but don't understand what exactly. Size and placement of particles in Blender and in Octane do not match. Matrices have been exported with a scale 4, but, as you can see, I use velocuty normal 1 and don't use any random parametrs.

Sorry for my English. :oops:

Re: Blender instances "patch" for the unofficial exporter

Posted: Mon Oct 15, 2012 3:03 pm
by matej
@Saramary, the Rotation panel (checkbox) in Blender must be enabled. So when you tweak your PS, first enable that. See the first page for guidelines what you can & cant do :)

(in the case that its still not working, then post the .blend)

Re: Blender instances "patch" for the unofficial exporter

Posted: Mon Oct 15, 2012 3:27 pm
by Saramary
:( Still doesn't work.

Re: Blender instances "patch" for the unofficial exporter

Posted: Mon Oct 15, 2012 5:03 pm
by matej
@Saramary, I looked at your scene but cant find what is wrong. It may be something with the exporter, not your settings (I did most of my testing on hair PS, not emitters).

I would need to do a more thorough analysis of the exporting process in case of emitters. But I cant promise when, because I have other stuff going on right now. I'll contact you as soon as I make any progress.

Re: Blender instances "patch" for the unofficial exporter

Posted: Mon Oct 15, 2012 5:11 pm
by Saramary
Thank you.:)
What version of exporter are you using (I am still working in 1.17)?

Re: Blender instances "patch" for the unofficial exporter

Posted: Mon Oct 15, 2012 5:33 pm
by matej
I'm still using 1.17 too. The version of the exporter is not important in this case. (when I said "exporter", I meant the instances exporter script, sorry :) )