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Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Sat May 29, 2010 12:18 am
by kubo
your using the wrong version of octane, in your filepath it reads 1.21, and the exporter is for 1.22 up.
1.21 doesn't have the same flags, so thats why it doesn't understand the command.
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Sat May 29, 2010 3:25 am
by kilaD
bazuka wrote:@kilaD
my friend i have manage to fix ur script with spaces

let me know if u want me to send u
there r also a lot of bugs, ur leaving obj behind when u render anim, also when i use anim mode if i have 10 frames script will run 10 octans in same time...
cheers
ok ofcourse send it over, i guess you mean the pre2011 version?
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Sat May 29, 2010 5:58 am
by bazuka
yes for previous ver of max
here is it

let me know when u get it so i can remove it from this msg
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Sat May 29, 2010 7:01 am
by kilaD
Bazuka,
i cant really see what you have changed. Could you please comment the code you changed?
And for the issue with opening hundreds of octanes.. hiddendoscommand doesnt work in 2008,
if you have any ideas let me know!
k
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Sat May 29, 2010 8:01 am
by kilaD
Updated script (1.022d) available for download in the second post in the thread!
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Sat May 29, 2010 8:22 am
by kilaD
rman1974 wrote:Is it possible to translate camera roll to octane? If camera roll in 3dsmax is not equal to zero - octane camera isn't match.
No, i dont think it is possible now. Octane reads only camera/target positions. I agree, camera direction would be nice.
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Sat May 29, 2010 8:27 am
by kilaD
n1k wrote:Is it possible to achieve ,via scripting, that 3ds max continues to export obj frames while previously exported frame is being rendered in octane. That way octane would just fetch next frame from folder without need of waiting for 3ds max.
Cheers,
n1k
No, the loop must be halted or you will end up with hundreds of octanes clogging your system

Anyway octane needs to save and exit for each frame.
But i have implemented an option to only export the camera, suitable for flythrough animations, saves a lot of time
as it doesnt export the obj for each frame.
k
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Sat May 29, 2010 9:15 am
by NBraz
Thanks kubo!
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Sat May 29, 2010 1:25 pm
by cecofuli
kilaD wrote:justix wrote:Any plans to export vray lights and materials?
When arealights etc are implemented in Octane, yes
I'll look into vraymaterial conversion, shouldn't be that hard to implement
edit: ah didnt see your post Mads. I forgot pressing submit an hour ago

+1
We can use a free converter, but sometime the conversion not work very well.
So, if you can implement in the octane exporter, this is VERY, VERY useful.
Also the VRayLight exporter (VRayPlane and VRaySphere) when octane will be ready are also very important IMO.
So, switch to VRay in Octane is very fast and the user can work in VRay and also in Octane in the same way.
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Sat May 29, 2010 7:10 pm
by n1k
kilaD wrote:n1k wrote:Is it possible to achieve ,via scripting, that 3ds max continues to export obj frames while previously exported frame is being rendered in octane. That way octane would just fetch next frame from folder without need of waiting for 3ds max.
Cheers,
n1k
No, the loop must be halted or you will end up with hundreds of octanes clogging your system

Anyway octane needs to save and exit for each frame.
But i have implemented an option to only export the camera, suitable for flythrough animations, saves a lot of time
as it doesnt export the obj for each frame.
k
Tnx for reply:) Exporting only camera for fly through animations is wonderful feature.
Cheers,
n1k