Beta 2.2 RC1: Blender 2.49 Export Script testing thread

Blender (Export script developed by yoyoz; Integrated Plugin developed by JimStar)
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enricocerica
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Hi guys,

It seems that by disabling the Triangulate and HQ options in the advanced tab dramatically increases the performances during the export process. I made several tests and I got over 7x better performances without no visible impact on the result. Could you please check that point and post here any issue you may notice after disabling those options.

Thanks
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matej
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I did another test:

- triangulate & HQ: 02:05
- triangulate disabled: 01:21
- both disabled: 00:57

There also doesn't seem to be any visual impact with HQ disabled.

Thanks for this, Enrico
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madcoo
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Cool!
:D

After one whole evening of nearly getting mad, I finally could put together an (extreeeemely short) animation !!!
:mrgreen:

That's a veeery small test, but I'm confident that I'll learn quickly how to use the Blender exporter !!!
Here it is: http://www.youtube.com/watch?v=iMmk0O__P48

Many thanks for this script, see ya !
;)
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ROUBAL
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Well, I come back with bad news : I had done my rare animation tests with my Windows XP pro 32 bits system.

In the past months I have changed for Windows 7 64 bits, and I'm struggling for two days on trying to render an animation using the latest Exporter script for Blender v2.49b (I have tried with all previous versions too).

Exporting obj and mtl files works fine. I can render within Octane 2.2, save ocs files, reopen ocs files with no problem, but I can't render from the script (Still pictures or animations as well).

After the exporting, Octane opens and crashes. I get the first screen below :

As I don't use the command line, I don't understand the error message.

I have added the Blender console in the image in case it could help in some way.

I also tried to open the scene in OctaneLive 2.3. It works fine if opened within Octane, but rendering through the Export script gave an other error message (second screen).

I also got this message one time in 2.2 (I dont remember how i did).

The file pointed by the error message is perfectly valid when loaded by and within Octane !

Any help will be welcome !

Thanks in advance.

Philippe.
Attachments
ExportCrashA.png
ExportCrashC.png
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
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face
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In the first image: -g 2 means that you want to use GPU3.
If that is correct, forget my post ;)

face
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ROUBAL
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@Face : thanks, this is very interesting, but the command line parameters are generate by the script. I have only one internal GPU (1) and one external GPU (2) in my cubix box.

I have tried using only GPU 1 or only GPU 2 without success. :roll:

Mybe I shoud try 0 ?
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
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face
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ROUBAL wrote:@Face : thanks, this is very interesting, but the command line parameters are generate by the script. I have only one internal GPU (1) and one external GPU (2) in my cubix box.

I have tried using only GPU 1 or only GPU 2 without success. :roll:

Mybe I shoud try 0 ?
The parameter for -g starts with 0 for the first GPU, 1 the second GPU, 2 the third one and so on...
0 should work ever, because i think you have a gpu in your computer ;)

face
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ROUBAL
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I have tried with 0 : I don't get a crash, but an error message like in screen shot 2 and Octane doesn't render.

Well, I have tried again in 2.3 and noticed that I had forgotten to enable R (replace current obj). Now it renders even animations, but I get a black bar at the bottom of the image. Not yet tried most recent releases, though !

I'll come back after more trials !

Well, bad news : This time I can animate, but materials settings are lost. I tested on a new scene, with Project name, obj name and original obj name in the mesh node the sames. If I render the scene in Octane by hand it works, if y render through the exporter, materials settings are lost, and even sometimes the lighting mode has switched from daylight to texture... I become mad !

In fact, as this topic seems to be for about exporter for 2.2, I would like to know it it is supposed to be compatible with pre 2.3.

There is an important and very annoying thing that I have noticed :

Radiance wrote recently :
It does'nt matter if you lose your connection. You can continue to work as long as you want, after (but only after you've started your render engine) and your connection is lost. But you cannot access livedb content or edit your preferences.
I'm desperately trying to render an animation. Unfortunately, beside other troubles with the exporter (material settings lost) my internet connection is frequently cut and my trials are really difficult.

Yes It is possible to work on Octane once it has been launched with an active connection, but if you get a crash when the connection is lost you can't start again. This was expected and in stable stage crashes should be less frequent, but when you are rendering an animation, as Octane is closed an opened for each frame, as soon as the connection is lost, the rendering stops after the current frame for all the duration of the missing connection. This means that if I launch an animation render for the night, I have no warranty to have the work done the day after...

So, I have an important question : Would it be possible with the exporter to not close Octane between each rendered frame, to avoid loosing too much time if internet is cut for a long moment due to a failure of the web provider ?
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
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matej
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Hi.

When "apply modifiers" is selected, the script should apply those modifiers and their levels that are enabled for rendering, not for viewport. This is the behavior of Blender internal and the way other exporters work. With bigger projects having all the modifiers enabled in the viewport becomes slow, and disabling/enabling them on export is cumbersome / you forget to do it.
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matej
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When a different scale other than meters is selected in the script, the camera is not properly moved to reflect the scale of geometry.
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