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Re: Beta 2.2 RC1: Blender Export Script testing thread

Posted: Mon Aug 09, 2010 9:03 am
by radiance
kivig wrote:Are texture sequences supported?
they should be, provided you preconfigure your material in blender so it appears correct at import.

Radiance

Re: Beta 2.2 RC1: Blender Export Script testing thread

Posted: Tue Aug 17, 2010 11:15 am
by matej
Octane (beta 2.2) crashes on startup if it's fed an empty .obj file (ie. no vertex data). This happens in cases when "selection only" is enabled in the exporter, but no mesh objects are selected in the viewport. It should warn the user about nothing being selected.

EDIT:
Additionally, Octane crashes on startup always for me if I have enabled "GPU devices to use". I have one GPU.

Re: Beta 2.2 RC1: Blender Export Script testing thread

Posted: Tue Aug 17, 2010 2:10 pm
by matej
The script directly translates the Blender "lens" camera parameter (supposed to be in mm?) to Octane "aperture" (supposed to be in cm?), if automatic population of the camera export values is done with the "select" button (export configuration), resulting in a totally blurred scene.

Re: Beta 2.2 RC1: Blender Export Script testing thread

Posted: Wed Aug 18, 2010 5:56 pm
by matej
I get properly loaded textures in Octane only if I use "copy images". Does the .mtl file not support absolute paths to images?

Also sometimes the exporter creates materials that are not really there. In the .mtl file the "ghost" material has a name <actual material name>_<name of first texture in actual material texture channel>, for example:

If I have a material named 'MAT_testgrid' which has a texture on the diffuse channel named "testgrid.C.png", the "ghost" material has the name 'MAT_testgrid_testgrid.C.png' and its parameters are equal to MAT_testgrid. I have not been able to pinpoint what triggers this bug.

Re: Beta 2.2 RC1: Blender Export Script testing thread

Posted: Thu Aug 19, 2010 5:19 pm
by enricocerica
I'll have a look to those points.

Re: Beta 2.2 RC1: Blender Export Script testing thread

Posted: Thu Aug 26, 2010 8:47 pm
by kivig
radiance wrote:
kivig wrote:Are texture sequences supported?
they should be, provided you preconfigure your material in blender so it appears correct at import.
Radiance
Only way I can get texture at all is by putting textures into octane project folder and setting "R" flag on the export, but it erases all the materials!
And it seems to change texture frame only upwards - If i render say frame 5, then frame 1 i get frame 1 with textures of frame 5.
Plus it doesn't works with animation, so no use of sequence...

Re: Beta 2.2 RC1: Blender Export Script testing thread

Posted: Mon Sep 06, 2010 7:13 pm
by madcoo
radiance wrote:The fixing of project name with spaces (my project -> my_poject) was broken, it is fixed again
Hi !
I tried it just now, problem is: I can't get the project name to work... :(
My path starts with e:/Mes images/etc... and it keeps telling me there's a space in the name, and can't load it...
:(

Any help more than welcome guys !
Cheers !

Re: Beta 2.2 RC1: Blender Export Script testing thread

Posted: Mon Sep 06, 2010 7:43 pm
by enricocerica
madcoo wrote:
radiance wrote:The fixing of project name with spaces (my project -> my_poject) was broken, it is fixed again
Hi !
I tried it just now, problem is: I can't get the project name to work... :(
My path starts with e:/Mes images/etc... and it keeps telling me there's a space in the name, and can't load it...
:(

Any help more than welcome guys !
Cheers !
You just can't have any space in the project path and in the project name, spaces are allowed only in the binary path. I'll investigate that issue but it seems that spaces are not accepted in the octane command line, at least from Blender python script and under Windows.

Sorry for that but for now you should manage to have a project path without any space.

Edit:If spaces are used in the project name, they are automatically converted to undersoce car, this is not the case for the path.

Re: Beta 2.2 RC1: Blender Export Script testing thread

Posted: Mon Sep 06, 2010 8:19 pm
by madcoo
Oh that's a shame... :?
Well, I'll have to get used to it then...
Thanks for your kind reply!
;)

One more question though...
I want to animate an OBJ that I rendered before, just using Octane.
How do I "tell" Octane to go and fetch the OBJ file and the Material data that I want to use?
Many thanks in advance !
:)

Re: Beta 2.2 RC1: Blender Export Script testing thread

Posted: Mon Sep 06, 2010 8:27 pm
by madcoo
Sorry, I didn't notice there were about 15 pages explaining all this in detail !!!!
:mrgreen: