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Re: Community Plugin 1.50 - fixed for Octane 1.5+
Posted: Wed Apr 30, 2014 3:34 pm
by kavorka
Would it be possible to have it load the default Octane scene instead of creating its own? I have a default scene that is setup for the majority of projects we use and has some of the materials that go in almost every scene.
When I hit render, it creates its own Octane file that has the settings from the plugin.
Re: Community Plugin 1.50 - fixed for Octane 1.5+
Posted: Wed Apr 30, 2014 5:56 pm
by matej
kavorka wrote:Would it be possible to have it load the default Octane scene instead of creating its own? I have a default scene that is setup for the majority of projects we use and has some of the materials that go in almost every scene.
When I hit render, it creates its own Octane file that has the settings from the plugin.
I guess yes. The user would need to point to the default .ocs file, which would be then used as the template, instead of the old one (the exporter still creates the old .ocs structure file). It's definitely on the TODO list (cant say when, tho, as I have other things going on right now)
Other TODO things are:
- reading RT node names from the .ocs
- export current resolution settings into the RT node
- when in "animation" and "camera only" mode, don't reload Octane for each frame, but instead create a Lua script that is called once and renders the whole animation (camera path basically) without reloading the geometry. This will require me learning a bit more about Lua scripting, but I guess its possible to implement.
Re: Community Plugin 1.50 - fixed for Octane 1.5+
Posted: Tue May 13, 2014 9:26 pm
by 00Ghz
Using latest built for blender. After exporting blender hangs for some reason. Any idea why?
Exporting does work. Scene gets in octane just fine. But I still need blender to run.
Re: Community Plugin 1.50 - fixed for Octane 1.5+
Posted: Wed May 14, 2014 8:50 am
by matej
00Ghz wrote:Using latest built for blender. After exporting blender hangs for some reason. Any idea why?
Exporting does work. Scene gets in octane just fine. But I still need blender to run.
This has been fixed now. Please re-download the
current version package from the bottom of the first post.
Re: Community Plugin 1.50 - fixed for Octane 1.5+
Posted: Wed May 21, 2014 5:39 pm
by kavorka
Is it possible to make it allow you to use spaces in file names?
Re: Community Plugin 1.50 - fixed for Octane 1.5+
Posted: Wed May 21, 2014 6:36 pm
by 00Ghz
Traceback (most recent call last):
File "C:\Users\a\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\octanerender\engine.py", line 363, in render
octaneCamera = appendCamData(scene, command_args, unitFactor)
File "C:\Users\a\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\octanerender\engine.py", line 139, in appendCamData
octaneCamera.P_POSITION = tuple(position * unitFactor)
TypeError: can't multiply sequence by non-int of type 'float'
location: <unknown location>:-1
I get this error with latest version. what should I do?
Re: Community Plugin 1.50 - fixed for Octane 1.5+
Posted: Wed May 21, 2014 7:52 pm
by BroAugustine
It appears that lines 139-141 in engine.py need to be changed to the following:
Code: Select all
octaneCamera.P_POSITION = (position[0] * unitFactor, position[1] * unitFactor,position[2] * unitFactor)
octaneCamera.P_TARGET = (target[0] * unitFactor, target[1] * unitFactor,target[2] * unitFactor)
octaneCamera.P_UP = (up[0] * unitFactor, up[1] * unitFactor, up[2] * unitFactor)
For matej: multiplying inside of
tupple( ) can only be done with integers. What it means though (and I don't think this is what you intended) is to increase the number of members in the tupple.
So if,
position = (2.1, 4.3, 5.2) and
unitFactor = 3, the following would result when the statement
octaneCamera.P_POSITION = tuple(position * unitFactor) is completed.
octaneCamera.P_POSITION would now = (2.1, 4.3, 5.2, 2.1, 4.3, 5.2, 2.1, 4.3, 5.2)
Re: Community Plugin 1.50 - fixed for Octane 1.5+
Posted: Thu May 22, 2014 7:06 am
by 00Ghz
Cool, when is it going to be fixed so I can start playing with octane

Re: Community Plugin 1.50 - fixed for Octane 1.5+
Posted: Thu May 22, 2014 8:17 am
by matej
BroAugustine wrote:It appears that lines 139-141 in engine.py need to be changed to the following:
Code: Select all
octaneCamera.P_POSITION = (position[0] * unitFactor, position[1] * unitFactor,position[2] * unitFactor)
octaneCamera.P_TARGET = (target[0] * unitFactor, target[1] * unitFactor,target[2] * unitFactor)
octaneCamera.P_UP = (up[0] * unitFactor, up[1] * unitFactor, up[2] * unitFactor)
Yes, this is indeed true, thanks for pointing it out! The reason I didn't notice it, is because I don't use scaling in my projects, ie. the "native unit size" is always meters, therefore
unitFactor was always 1.0
Re-download the package at first post. Sorry for the inconvenience.
kavorka wrote:Is it possible to make it allow you to use spaces in file names?
I was under the impression that spaces were working already a long time ago? It's another thing I never noticed, because I never use spaces in filenames on Linux. Will look into it, cant say when tho. Maybe over the weekend.
Re: Community Plugin 1.50 - fixed for Octane 1.5+
Posted: Thu May 22, 2014 7:49 pm
by kavorka
Okay, I finally started to test this because i just finished a big project.
First off, everything works
A couple of comments.
1. If I want to just export a .obj to add to my scene, it uses the project name as the obj name. I think it should use the Geometry Node name value in the plugin to name it. This way, I can export multiple objs and link them with geometry groups.
2. I mentioned this before, but I think I explained badly. Could it remember what we use as render targets, ect?
so, if I render out to "target 2" and then "target 1", then I start to type "target" it will come with a drop down of "target 1" and "target 2". This is important because you need to spell it exactly or it wont know what to use.
3. If you export your camera, then move around in your viewport, it doesnt reset to the camera you had and you then have to re-export the camera. Is there any way around this?