Re: Octane standalone is dead?
Posted: Wed Jan 08, 2014 7:23 pm
I indeed export separate obj files and group them, if I have to change one of them I simply re-export it and the link to the materials is kept, nothing special to do. Believe me, it's the best way to have a efficient workflow. Of course this means that the scene should be organised to easily isolate the blender objects corresponding to one obj file. The octane node map quickly becomes messy but I can manage it, I think that with the new version and being able to close some node groups should help.
steveps3 wrote:Yes I am using the export script.
WOW if you are exporting the .OBJ every time then that must be a real pain? How do you link the materials, do you have to relink the pins every time you do a render? Do you render your scenes and a very large group of objects or do you export the whole scene every time. I guess if you were doing the former then it might not be such a pain and it would mean that you could just update a particular object. Still seems like a lot of work when up until version 1.21 the export script was doing an absolutely brilliant job.
I've been taking a look at the difference between what Lionel's script produces and what Octane produces. They are quite different.
If the .OCS is still in flux then surely this is just another reason why Otoy should be in charge of updating it. At least they know when it changes. I really am struggling to understand what is wrong with this scenario. Surely without the exporter then Octane is almost useless. In fact I had a whole speech lined up but your revelation to not using the exporter has sort of thrown a spanner in the works. I will carry on anyway. Octane is only useful when you give it something to render. If there is no way (or only a very complex way) of giving it something to render then what is the point? It is like making the worlds best racing car but forgetting to put any seats in it. Looks brilliant but you can't drive it.