Maya Shader Writing??
When I write an ABC file out form Maya and us teh little wrench to turn on shader inputs it works great.
But my camera animation is no longer been written out. In the bottom of the ABC scene node is an persp "circle" it doe snot plug into a thin lens camera ... can you explain the purpose of this.
The mesh node can plug into a placement or geometry node so I get it.
Am I missing something obvious?
OctaneRender™ Standalone 1.25
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- p3taoctane
- Posts: 1418
- Joined: Mon Jan 25, 2010 12:53 am
Windows 7 Pro_SP 1_64 bit_48 GB Ram_Intel Xeon X5660 2.80 GHZ x2_6 580GTX_1 Quadra 4800
What do you mean with a persp circle? The loaded scene should have a geometry output, and if there is camera data in the file, it should also have one or more camera outputs. You are likely seeing a camera output named "persp". These connect to the camera input of a render target node.
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Roeland
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Roeland
- p3taoctane
- Posts: 1418
- Joined: Mon Jan 25, 2010 12:53 am
Duh. yep right you are!!
I was trying to plug the persp node into a thin lens cam
Thanks Roeland... I should have got that one myself!
Loving the new stuff by the way. I did a export zbrush blendshapes into maya and abc out to octane and morphed nicely!!!!
Keep it up
Peter
I was trying to plug the persp node into a thin lens cam

Thanks Roeland... I should have got that one myself!
Loving the new stuff by the way. I did a export zbrush blendshapes into maya and abc out to octane and morphed nicely!!!!
Keep it up
Peter
Windows 7 Pro_SP 1_64 bit_48 GB Ram_Intel Xeon X5660 2.80 GHZ x2_6 580GTX_1 Quadra 4800
- p3taoctane
- Posts: 1418
- Joined: Mon Jan 25, 2010 12:53 am
I Love you guys!
There I said it : > ))
1.25 is without a doubt bitch'n, bad-ass, MF'n, rock'n, shweetly groovy!!!
There I said it : > ))
1.25 is without a doubt bitch'n, bad-ass, MF'n, rock'n, shweetly groovy!!!
Windows 7 Pro_SP 1_64 bit_48 GB Ram_Intel Xeon X5660 2.80 GHZ x2_6 580GTX_1 Quadra 4800
great envy for maya users:(
from c4d the alembic files are always mono-material
ciao beppe
from c4d the alembic files are always mono-material

ciao beppe
- p3taoctane
- Posts: 1418
- Joined: Mon Jan 25, 2010 12:53 am
BebeTeh maya ones are too unless you click on the spanner and tell it to ignore same names.
Hope that fixes it for ya
Peter
Hope that fixes it for ya
Peter
Windows 7 Pro_SP 1_64 bit_48 GB Ram_Intel Xeon X5660 2.80 GHZ x2_6 580GTX_1 Quadra 4800
hi, background image don't work for me.. 

Intel Core i7 950\Zotac ION 512 mb, 1 Gainward 780 ti 3 gb\ 12 gb\ W7
Unusual bug, the -n command line flag doesn't work. I tested it in v1.20 and it worked there but not in the latest version.
I am trying to write a blender exporter script but the lack of a -n option means that I an unable to generate new .OCS files.
I am trying to write a blender exporter script but the lack of a -n option means that I an unable to generate new .OCS files.
(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)
ok, finally i have figured out, the issue was not the c4d alembic exporter, but my brain 
deactivate the option "Merge materials with the same name" in the octane's alembic import preferences, works also with c4d-alembic files, sorry for the mistake
anyway, seems that the option works with the suffix "Material" in the objects names, so the result is always only one pin for all the materials.
Could it be possible to add a second option that looks to the prefix of the object name? otherwise the node-graph seems again a spaghetti-madness even with simple scenes
I need to make some more tests because the "Detect instances" option doesn't work as i expected
ciao beppe

deactivate the option "Merge materials with the same name" in the octane's alembic import preferences, works also with c4d-alembic files, sorry for the mistake

anyway, seems that the option works with the suffix "Material" in the objects names, so the result is always only one pin for all the materials.
Could it be possible to add a second option that looks to the prefix of the object name? otherwise the node-graph seems again a spaghetti-madness even with simple scenes

I need to make some more tests because the "Detect instances" option doesn't work as i expected



Edit : Would be great. On my scene, actually this detail multiply by five the number of the slots to fill. A huuuuge amount.