I'll look at it later, now F1 starts...
Blender instances "patch" for the unofficial exporter
Sorry for the useless work. Most probably it was due to a random parameter enabled in the geometry panel of Blender. Thanks again ! 
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.
But random parameters for Z rotation and scale are needed to be used for grass. Your grass is completely uniform.ROUBAL wrote:Sorry for the useless work. Most probably it was due to a random parameter enabled in the geometry panel of Blender. Thanks again !
Sorry my English.
Yes, but using random in the velocity panel (under Emitter Object) seems to give bad results.
The Random size must bu used instead of the random velocity.
The Random size must bu used instead of the random velocity.
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.
@kavorka : I have just tested right now, and all particles of the same group are displayed at the same location. So, we have to export several CSV Scatter files, one for each particle type. This can be done in two ways at least : using the Particle Object mode different particle emitters, or simpler by changing the Seed value (and if wanted, the particle number) and exporting each time a new CSV file (for the scatter node of each particle object). It is better renaming it each time otherwise it will be overwritten.
Last edited by ROUBAL on Sun Jul 29, 2012 3:29 pm, edited 2 times in total.
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.
When I just tried it I had to add a Y rotation of -90 degrees to me instanced object in order to get the Octane scene to look the same as blender. Something I am doing wrong?
(HW) Intel i7 2600k, 16GB DDR3, MSI 560GTX ti (2GB) x 3
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
I think that in Blender particle system you have to select Object X in the rotation/Initial Orientation field, or turn your particle object of 90° around Y axis. It is a weird thing that I have often noticed in tutorials...
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.
No, only object visualization works. To transfer a group into Octane you would need a scatter node (.cvs file) for each element in the group. This is not a problem. The question is how to get the info which object from the group a particular particle uses as visualization. There is no access for this info in the particle API. I've posted a question in the blender artists forum, but as of now I got no answers. You'll have to use a different PS for each object.kavorka wrote:I have a scene that uses group instances. I have tried exporting using the directions, but no .cvs files gets created. Does it work with group instances?
If you rotate or scale the visualization object in Blender, you have to re-export it's mesh, to look correct in Octane. I'll post an update that writes .obj automatically each time you export transforms.steveps3 wrote:When I just tried it I had to add a Y rotation of -90 degrees to me instanced object in order to get the Octane scene to look the same as blender. Something I am doing wrong?
@Roubal, those scaling is indeed wrong. The problem is that every parameter in the "velocity" panel, also affects the size of the particle. But through the API only the "base size" value is exposed. You also have a "velocity" vector. Now only to figure out how to use that vector to re-scale the transform
EDIT: For the time being, everything in the velocity panel is not to be touched.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
