I can sort of see where you are coming from but I think that you have two audiences. You have the people who want the latest and greatest build which might have a few glitches and you have the audience that want the thing to work reliably and don't want to come back daily to pick up the latest build. I am sure that there are people who have purchased Octane for genuine business reasons. They want a stable product. Perhaps I am wrong?
I certainly don't visit graphicall very often. I would much rather have a stable product which works well than one that falls over all the time but has some new features. Having said that, I was very tempted by the version I did pick up because it had the bevel tool which is a tool that I have missed since it dissapeared from 2.49.
Perhaps I am saying this because I work for a software house. If we simply released our software without doing much testing then we would be losing customers all the time. As you say, it is a completely different market.
I guess that we are getting to the point where I will have to grab a copy of the scripts which I use as live and they are stable. I will then store these away somewhere and use the "experimental" scripts for testing. When I am happy with these then they can replace to live scripts.
Don't get me wrong, I am one of Lionel's greatest fans. I think the work that he has done with the exporter scripts is nothing short of a miracle. Please keep it up.
Non-offical Blender 2.56 plugin
hey yoyoz,
as very often the non official one is "the" one.
Due to your "release strategy" or your experimental way (which i like a lot) the blender exporter becomes more stable/comfortable as the official 2.5 one imo.
quote: "I'm sorry if some don't feel comfortable with that but the truth is they're using a beta modeler with a beta exporter to a beta render engine.."
knowing theres a lot of other work to do..
just one new idea: is it possible to export the emitter values from blender to octane so you can animate the emmsion in octane?
edit: ok next question: is it possible to only refresh the emmit value of a specific difuse mat in octane while leaving the rest of the ocs untouched?
as very often the non official one is "the" one.
Due to your "release strategy" or your experimental way (which i like a lot) the blender exporter becomes more stable/comfortable as the official 2.5 one imo.
quote: "I'm sorry if some don't feel comfortable with that but the truth is they're using a beta modeler with a beta exporter to a beta render engine.."

knowing theres a lot of other work to do..
just one new idea: is it possible to export the emitter values from blender to octane so you can animate the emmsion in octane?
edit: ok next question: is it possible to only refresh the emmit value of a specific difuse mat in octane while leaving the rest of the ocs untouched?
- Mint 10 64bit nvidia drv 260.19.29/cudatoolkit3.0 intel q6600, 4gbRAM, GTX470 1,2GB
- Mint 10 64bit/ Win7 64bit nvidia drv 260.19.29/cudatoolkit3.2 amd X6, 16gbRAM, 2x GTX580 3GB
->Octane 2.44/ Blender2.5x
- Mint 10 64bit/ Win7 64bit nvidia drv 260.19.29/cudatoolkit3.2 amd X6, 16gbRAM, 2x GTX580 3GB
->Octane 2.44/ Blender2.5x
@ everyone: v0.86 available
@ Steve: those who look for stability should go for 2.49b. For 2.56, unless there's a bug I'm not aware of, both versions have same functionalities.
@ Dave: I'm not aware of settings for transmitting an emitter via the MTL file. The way Octane works means anyway that materials are relinked or not, not allowing partial updates.
@ Steve: those who look for stability should go for 2.49b. For 2.56, unless there's a bug I'm not aware of, both versions have same functionalities.
@ Dave: I'm not aware of settings for transmitting an emitter via the MTL file. The way Octane works means anyway that materials are relinked or not, not allowing partial updates.
Desktop: Ubuntu 13.04 x64 - i7-3770K @ 3.5GHz - 32GB DDR3 - GTX670 2048MB
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
Thanks for the reply. I am not in this situation. My camera is called 'Camera' in both places. If I put any other thing in, the text box in the plugin turns red. Still can't render.yoyoz wrote:@ thwak: please ensure that youre not into the situation shown in the screenshot below. At the moment the 2 names must match because the UI requires the 'Camera2' stuff while the exporter the 'Camera' one. I'm working on it.
Ubuntu 9.10 x64 | GTS 240 | 260.19.44 drivers | 3.0 Toolkit | Dual-Core 2.4 GHz | 4Gb| Blender 2.56a/latest Yoyoz plugin
WinXP32 | GTS 240 | 266.58 drivers | 3.0 Toolkit | Dual-Core 2.4 GHz | 4Gb | Blender 2.56a/latest Yoyoz plugin
WinXP32 | GTS 240 | 266.58 drivers | 3.0 Toolkit | Dual-Core 2.4 GHz | 4Gb | Blender 2.56a/latest Yoyoz plugin
Please try with v0.86, it takes the scene's camera so you don't have to select anything. If you still have trouble, please PM me a link where I can download your scene for having a look.
Desktop: Ubuntu 13.04 x64 - i7-3770K @ 3.5GHz - 32GB DDR3 - GTX670 2048MB
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
0.86 fixed this issue. Thanks Lionel!yoyoz wrote:Please try with v0.86, it takes the scene's camera so you don't have to select anything. If you still have trouble, please PM me a link where I can download your scene for having a look.
Ubuntu 9.10 x64 | GTS 240 | 260.19.44 drivers | 3.0 Toolkit | Dual-Core 2.4 GHz | 4Gb| Blender 2.56a/latest Yoyoz plugin
WinXP32 | GTS 240 | 266.58 drivers | 3.0 Toolkit | Dual-Core 2.4 GHz | 4Gb | Blender 2.56a/latest Yoyoz plugin
WinXP32 | GTS 240 | 266.58 drivers | 3.0 Toolkit | Dual-Core 2.4 GHz | 4Gb | Blender 2.56a/latest Yoyoz plugin
- SamCameron
- Posts: 162
- Joined: Sun Jan 02, 2011 12:58 pm
I think there must be something wrong with the materials settings in this script, cause when I switch from Glossy to Diffuse it does somethings weird, for example, the materials preview doesn't update propertly, but not only this, set as diffuse in Blender and rendering in Octane the material shows as glossy instead of diffuse, sometimes even doesn't show the texture in Octane as glossy, but as soon as I change the material to diffuse in Octane then the texture appear !.
EDIT: I just found than to make the material update propertly I need to select another object or material and then select the material than I was setting before, then I can see the changes and Octane is working fine, so the problem is with the updates in the materials settings in Blender.
EDIT: I just found than to make the material update propertly I need to select another object or material and then select the material than I was setting before, then I can see the changes and Octane is working fine, so the problem is with the updates in the materials settings in Blender.
- SamCameron
- Posts: 162
- Joined: Sun Jan 02, 2011 12:58 pm
By the way... is it possible to assing normal maps directly in Blender? cause I see options for bump map, diffuse , opacity, specular and hardness, but not normals.
The obj file-format doesn´t support normal maps.
Bumpmaps are supported but unused from Octane...
face
Bumpmaps are supported but unused from Octane...
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578