Non-offical Blender 2.56 plugin

Blender (Export script developed by yoyoz; Integrated Plugin developed by JimStar)
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dave62
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@yoyoz

getting the image directly back into blender after a specific sample per pixel amount would be enough.
there is no need for realtime preview pan/orbit.
directly i mean without loading the rendered image.
so that you get it back as an renderlayer directly from octane in the node editor wthout manual loading the image. would be great to use with the announced alpha pass in upcoming octane versions.
is this possible with the octane api?

edit: ok.. maybe i forgot some further serious requirements for happily compositing in blender...
octanes and the blender internal cam must match perfectly. if my mind serves me well, i read in the forum about some problems about that.
further beside the alpha pass there would be need at least for some z-buffer value from octane...
Last edited by dave62 on Fri Jan 21, 2011 6:13 pm, edited 1 time in total.
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->Octane 2.44/ Blender2.5x
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yoyoz
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Having the script loading the image shouldn't be complicated, then I'll have to see how to set the context change in Blender... I still have a lot to learn :-)
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steveps3
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Lionel,

Things are looking good. I've just watched Jonathan's tutorial and as I was watching, he mentioned about the hardness being the trigger between diffuse or glossy materials. I thought has he got that right? I've just taken a look at the script and I see that you have tidied that up.

So, all you need to do now is work out how to integrate the render engine into the blender viewport and I think everyone will be happy :lol:

Really top work, you have taken the interface between Blender and Octane from being one that really was clunky into a really slick function.
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vico
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hi there, great work with the script!

Maybe i am doing it wrong but i can find a way to add a new material to an existing blender scene, if the materials are already adjusted inside octane and i create a new material in blender and assign it to some object, the next render in octane mess all the materials and turn them grey.

I think this has to do with the mtl export from blender and its interpretation in octane. When you add a new material in blender the new mtl file change the order of all materials and octane tries to read the materials not with their name but whit their order of appearance, this mess up things. Maybe this can be fixed with the export script only adding the new one's at he end of the mtl file?

i tried to be clear but i am not very good with english, sorry.
thank you
vico
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yoyoz
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Hi Vico, if I understood well what you said, this is a known bug in Octane beta 2.3x which is supposed to have been fixed with beta 2.4x. As the GNU/Linux release is not yet available I can't verify by myself. At the moment you should try with the relink option from the exporter, and if this doesn't work then go for overwriting the ocs file...
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SamCameron
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The RGB values in Blender doesn't match in Octane, let's say I have R = 1.92 , G = 0.59 , B = 2.4 In Blender, then I get R = 1.80 , G = 0.70 , B = 2.31 in Octane.

Note: the values was just an example, not a propper relationship between the real values I get in Blender and the ones I get in Octane.

By the way, would be possible to set automaticly the specular to 0 for each material that renders in Octane? or having the right values?
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yoyoz
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Sam, individual RGB values can't exceed 1 and are multiplied by intensity at the time of export.
[EDIT] if you want specularity to 0 in Octane, set it to 0 (black) in Blender.
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SamCameron
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You're right Yoyoz, it's multiplied by intensity, but the default intensity in Blender is 0.800, wich should be 1.0 but is not, so to get the same RGB values your script should converse the intensity value from 0.800 to 1.0 or set the standard intensity in your script as 0.64 I think, that way the RGB would be perfect in Octane.
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yoyoz
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I think that lots of people use the intensity to control the brightness of the material, although I agree I would also prefers it's set to 1 by default by blender... If I forced it to 1 in the exporter, it would alter the color as RGB values would anyway be clamped to one.

I'm also changing the diffuse/specular/glossy export logic as Octane converts everything with 0 specularity to diffuse. The next version of the add-on will reflect that.
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SamCameron
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Please force the intensity to 1 so we can get the same RGB values as in Blender.
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