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Re: Blender instances "patch" for the unofficial exporter
Posted: Mon Oct 15, 2012 7:02 pm
by Saramary
I have found the reason of placement problem - plane-emitter had not location coordinate 0/0/0.
But problem with scale is still here. Only in one case i have real particle scale - if scale of sphere-sample = velosity normal=0.25
Re: Blender instances "patch" for the unofficial exporter
Posted: Tue Oct 16, 2012 9:39 am
by matej
0.1.9 Update (download at first post)
* Emitter PS rotation / location / scale now works correctly (for the supported settings at least)
* Particles hidden for viewport ("display" parameter) are still exported
Depending if the PS is hair or emitter, you must treat particle location / scale / rotation differently, that's why the previous code that worked for hair, messed emitter PS entirely. In the above example the settings in green are the one I tested and work ok. Note that you must have checked the settings circled in red.
Re: Blender instances "patch" for the unofficial exporter
Posted: Tue Oct 16, 2012 11:54 am
by Saramary
Yep, all works now perfectly. I'm happy.
THANK YOU!
Re: Blender instances "patch" for the unofficial exporter
Posted: Sun Oct 28, 2012 2:23 pm
by Saramary
Found another problem. If source of particles are group of object, script could not create .csv file. In console i see that the problem is in the type of visualization mode, that i choose as "Groupe".
Sorry for my English.

Re: Blender instances "patch" for the unofficial exporter
Posted: Sun Oct 28, 2012 6:23 pm
by matej
It says there in the log (and on the first page

): groups are not supported, only object visualization (atm, because of Python API limitations)
Re: Blender instances "patch" for the unofficial exporter
Posted: Sun Feb 10, 2013 2:05 pm
by ROUBAL
Most of the time, I generate scatter files by using Alt-D duplicated objects or duplifaces, and it works fine.
Recently I came back to my old snowy landscape and wanted to change the low poly real trees to high poly trees by using instances. As I needed a very large amount of trees I used particle systems.
Currently, I have a problem : tested with Blender 2.63a and 2.65.10 : the scatter script doesn't work for a particle system (hair/object). It generates the csv file, but this csv seems invalid and produces nothing in the render.
I also encountered a GPU failure (GPU 1 fail and GPU2 fail successively) several times while attempting to use this invalid scatter file !
So I have to make particles real (this operation makes them instances in Blender).
But I encounter an other problem at this point, which is related to Blender itself : Maybe it is due to my amount of system RAM (8GB only), but I doubt : I have never been able to convert more than 10000 particles at a time, and often less with the Convert button of the particle modifier. Blender seems to enter in a loop and shows a rotating cursor alternatively with the arrow cursor.
I reported this a very long time ago to the Blender bugtracker, and this trouble is still present in 2.66 test build 1 (2.65.10).
Re: Blender instances "patch" for the unofficial exporter
Posted: Sun Mar 31, 2013 3:59 pm
by wakyak
Hi!
First of all, a big thanks to Lionel and Matej for their excellent work!
Now for my question. Is it possible to create animated instances, in other words have the cvs update every frame?
Cheers /Erik
Re: Blender instances "patch" for the unofficial exporter
Posted: Sat Jun 01, 2013 4:05 pm
by dafassi
Realy great! Thank you for the great work!
+1 for the animation-feauture.
Could need it, too.
Re: Blender instances "patch" for the unofficial exporter
Posted: Thu Jul 04, 2013 9:22 pm
by tibicen
Hey I was wondering if it is possible to render children? A quite often it is very usefull to use simple children as a scattered groups of objects. Is it any way to export it to octane?
Re: Blender instances "patch" for the unofficial exporter
Posted: Sat Jul 27, 2013 3:29 pm
by resmas
Hello all, first I want to say a Big Thank You to Matej and Roubal for this amazing plugin.
I have a problem (sorry for my lack of knowledge, i'm a self learner, so it takes more time)
I have tested and tried all I can but sometimes my knowhow let me down.
When I use the plug to export instances in a plane, or terrain I can make it work.
The problem is when I try in a volume...I explain.
Imagine a sphere I try to had a PS. Sphere as emitter and Cone as particle....I cant get it to work, because they get all crazy orientations, if I switch to "hair" sometimes I get it right but then I export geometry and new svs file(that I confirm to have all coordinates), load it in octane and nothing shows up(in scatter).
hope you can understand me.
lets imagine I want to do something like this...but instead of grass its a cone.
Or like this
I uploaded a blend file with a simple sphere and cube, with some PS...if you guys could take a look and setup this objects with the "cones" looking's like spikes I will be much appreciated.
Thank you in advanced for your time.
And sorry for the my poor english.
Cheers