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Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Fri Jun 11, 2010 2:56 am
by cpember
I figured out the issue:
comparing 2 streams for the renderer i found that--
StringStream:""C:\Users\Chris\Desktop\oct\octane.exe" -e -n E:\_Data\_CurrentProjects\Art_projects\wtfrobby\4.ocs -m 4.obj -l E:\_Data\_CurrentProjects\Art_projects\wtfrobby\4.obj --cam-pos-x -0.439747 --cam-pos-y 0.502537 --cam-pos-z 2.40907 --cam-target-x -0.168375 --cam-target-y 0.492822 --cam-target-z 0.14802 --cam-fov 43.6028 --
cam-focaldepth 227.73 --daylight-sundir-x 0.671925 --daylight-sundir-y 0.564317 --daylight-sundir-z 0.479649 --film-width 640 --film-height 480 --cam-aperture 1"
StringStream:""C:\Users\Chris\Desktop\oct\octane.exe" -e -n E:\_Data\_CurrentProjects\Art_projects\wtfrobby\4.ocs -m 4.obj -l E:\_Data\_CurrentProjects\Art_projects\wtfrobby\4.obj --cam-pos-x -43.9747 --cam-pos-y 50.2537 --cam-pos-z 240.907 --cam-target-x -16.8375 --cam-target-y 49.2822 --cam-target-z 14.802 --cam-fov 43.6028 --
cam-focaldepth 227.73 --daylight-sundir-x 0.671925 --daylight-sundir-y 0.564317 --daylight-sundir-z 0.479649 --film-width 640 --film-height 480 --cam-aperture 1"
if you note the focaldepth is NOT divided by whatever measurement the system units are set to (in my case, I use metric>>cm) so unless i change to metric>>M , then my focal depth will always be off. Is your script based of M for world units by default? or was the a missed operation

I can manually fix it by moving a decimal, but I figured I'd mention it, cause i'd have to do it for every frame of an animation
cheers!
cp
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Fri Jun 11, 2010 6:49 am
by kilaD
cpember wrote:I figured out the issue:
if you note the focaldepth is NOT divided by whatever measurement the system units are set to (in my case, I use metric>>cm) so unless i change to metric>>M , then my focal depth will always be off. Is your script based of M for world units by default? or was the a missed operation

I can manually fix it by moving a decimal, but I figured I'd mention it, cause i'd have to do it for every frame of an animation
cheers!
cp
Ah, never thought of that! Nice call, thats a easy fix.
And yes, octane need things to be in meters, this is done in the objexp, but only works for geometry, so the script needs to rescale the camera.
I'll update it

Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Fri Jun 11, 2010 9:42 am
by Mr Getdown
Hi, Octane seems to crash when I try to import a scene. And I'm trying to narrow down what the issue maybe.
The nature of the crashes is that Octane will finish loaded everything and then right at the second it completes, I get the typcial window crash box.
If someone could answer these questions it'd really help me.
Does this plugin export the texture to octane too? I'm using psd's
Does the Plugin export mulple objects?
Thanks
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Fri Jun 11, 2010 9:43 am
by radiance
Mr Getdown wrote:Hi, Octane seems to crash when I try to import a scene. And I'm trying to narrow down what the issue maybe.
The nature of the crashes is that Octane will finish loaded everything and then right at the second it completes, I get the typcial window crash box.
If someone could answer these questions it'd really help me.
Does this plugin export the texture to octane too? I'm using psd's
Does the Plugin export mulple objects?
Thanks
We don't support PSD files officially, maybe try using PNG textures.
Radiance
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Fri Jun 11, 2010 9:55 am
by Mr Getdown
Ok thanks I'll try that.
Also does anyone know if there is a limit to how long path names can be?
Thanks.
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Fri Jun 11, 2010 10:57 am
by radiance
Mr Getdown wrote:Ok thanks I'll try that.
Also does anyone know if there is a limit to how long path names can be?
Thanks.
there is no limit, but non utf-8 characters aren't currently supported in some areas.
Radiance
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Fri Jun 11, 2010 1:26 pm
by Proupin
kilaD wrote:superrune wrote:Hallo hallo! I had no idea you did the 3ds Max translator - how cool

Halloisen

Yes I needed the extra stress..
Proupin:
Yes, i'll add a check for existing files.
The way it decides if it's a new project or existing project is when either:
-Entering a new name=new project
-Pressing existing project=load existing project
The reason for this is Octane needs different commands for the two choices.
Sure, by reading the command line I could easily tell what was going on... A check is coming, thanks kilaD
The double backslash that is somehow messing the paths... have you acknowledged that? I'd rather treat everything one at a time, I have plenty more coming

Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Fri Jun 11, 2010 6:50 pm
by kilaD
Updated script (1.022e)for max2010+ available for download in the second post in the thread!
- 2008version coming later
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Sat Jun 12, 2010 2:36 am
by cpember
you may want to check the output paths, I'm not getting the .ocs file written anywhere now (the mtl's and objs are there) but when octane pops up it doesnt load anything cause there's no .ocs
closer tho
cheers
cp
edit: yeah it's choking when writing the .ocs (I'm guessing around line 540-ish)
I'd try to figure it out but I suck at scripting unless it's my own hacked stuff
cheers
Re: Beta 2.2 RC1: 3Ds Max plugin testing thread
Posted: Sat Jun 12, 2010 11:22 am
by face
Can anyone render a animation without that Octane crashed?
When i render, Octane crashed about 3-5 times per 100 frames.
I ask, while i know if my plugin work correct or not.
The issue is, when you render a simulaton, the frames are not equal while the result of the simulation is ever a little bit different.
So that you can“t render a failed frame again.
face