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Re: OctaneRender™ for Blender 1.52 - 4.8 beta Win [TEST]
Posted: Mon May 05, 2014 12:59 am
by kavorka
I get the same thing, I'm thinking we are setting our scenes up wrong
Re: OctaneRender™ for Blender 1.52 - 4.8 beta Win [TEST]
Posted: Mon May 05, 2014 1:04 am
by JimStar
ROUBAL wrote:As I need a working tool, I do my best to be awake when you are too, despite 10 hours of time shift, to get faster response on each part. So sorry if there is a bit of emotion in my text. It is more fatigue than emotion.
Can you imagine, that a lot of my answers to some of your urgent questions were made by me in the night after the work (when I was tired too), or on my holidays, even when I e.g. was sitting in the cinema...
ROUBAL wrote:I thought I described enough...
Nope.

All is needed to catch the most issues - just be able to
reproduce them by programmer (don't forget, that I'm
programmer: I don't work with building of complicated scenes all days long, so I may not encounter some issues which 3D-artists get during their work).
But to reproduce them - all I need, is the scene and your detailed description what to do to reproduce your issue. Step by step.
ROUBAL wrote:but it is not scene dependent
Just send me the scene, and let
me decide if it is "scene dependent".

Re: OctaneRender™ for Blender 1.52 - 4.8 beta Win [TEST]
Posted: Mon May 05, 2014 2:26 am
by ROUBAL
Well, It is scene dependent ! Kavorka is right, there is something I/we did wrong
I made a new scene from scratch, as my scenes were very heavy. At my surprise, this time it worked in any configuration, and kept the right materials names in alembic. I tried many combinations with Full/Movable/reshapable, As is... every time with succes. However, I still get an error message at the end.
I also noticed that the alembic node keeps the material when I relink an edited geometry. It deleted every materials in previous attempts !

I finally understood : duplicated materials with long weird names come from some materials with Blender nodes assigned instead of Octane nodes ! I didn't thought checking that in the compositor, because I was quite sure that this had an importance only for rendering Inside Blender. As I set up all my materials in Standalone and also because Alembic file doesn't export materials, I didn't thought that material nodes had to be assigned anyway before export ! It was not obvious.
The previous scenes I sent to you surely contained materials with Blender nodes assigned as well.
Despite the remaining error message at the end of export (export seems to be good), the export is finally correct. The bad side is that I have dozens of nodes to check/assign in Blender !
Below the Console with successful export, but with the error message.
I send you the Zipped Blend file in PM.
Re: OctaneRender™ for Blender 1.52 - 4.8 beta Win [TEST]
Posted: Mon May 05, 2014 2:54 am
by JimStar
ROUBAL wrote:I didn't thought that nodes had to be assigned anyway before export ! It was not obvious.
Even after I gave you
THIS LINK in the first answer to your emotional question? The link which you confirmed "
was exactly referring to the topic you put in link"...
Then I don't know
how should I explain... I've spent enough effort to make all the examples with screenshots and describe all that in the detailed explanation post given by this link... If it is not enough for you - perhaps you just read it not thoughtfully. Please, try to
use the answers I give you. As the link from my
very first answer contains
all needed information to make your "issue" absolutely "
obvious" after thoughtful reading and little experimenting...
Re: OctaneRender™ for Blender 1.52 - 4.8 beta Win [TEST]
Posted: Mon May 05, 2014 3:05 am
by ROUBAL
As the link from my very first answer contains all needed information to make your "issue" absolutely "obvious" after thoughtful reading and little experimenting...
I experimented more than a little. Night an day for a while. Please also consider that English is not my native language, and it is sometime easier to skip an information.
I am sorry for the misunderstanding. I didn't saw the relationship with my own problem, as my trouble was not related to materials duplicated according to the number of frames...
The page was the one providing the LUA script for merging materials. I was focused on that and thought that you were orienting me to the LUA script I had already tested without success...
I am not a programmer, and I have no idea of how the exporter works. I agree that the download page of the plugin says that the plugin knows nothing about Blender nodes, but as materials are not exported in the alembic file, it was not obvious for me to guess that octane material nodes are necessary to export in alembic. This could be usefully precised imho. I wouldn't have done the error if I had rendered Inside Blender, as in this case, the use of octane nodes is obvious.
Sorry again !
Re: OctaneRender™ for Blender 1.52 - 4.8 beta Win [TEST]
Posted: Mon May 05, 2014 3:24 am
by JimStar
ROUBAL wrote:I am sorry for the misunderstanding. I didn't saw the relationship with my own problem, as my trouble was not related to materials duplicated according to the number of frames...
The page was the one providing the LUA script for merging materials. I was focused on that and thought that you were orienting me to the LUA script I had already tested without success...
The link is exactly to my post, not to the beginning of the thread - so
my explanation-post is opening by this link.
And
yes - your problem
is exactly "
related to materials duplicated according to the number of frames" too, as in this post is exactly explained that
different mesh names force some
not properly set materials (which are not Blender's Octane material
nodes) to double. The bold part of my phrase explains it, and the non-bold - just extends this bold-rule to some special case.
JimStar wrote:But if you have some material not properly set as named node-material - Octane will give it the automatic name which contains the mesh name in it to be unique. The doubled in every frame global meshes have different names, so these materials will get different names too. So finally - you will get different materials for different frames.
Perhaps it is too complicated - sorry. But complicated 3D-rendering systems are complicated.

You pay for possible animation speed by this complication...
Re: OctaneRender™ for Blender 1.52 - 4.8 beta Win [TEST]
Posted: Mon May 05, 2014 3:29 am
by ROUBAL
As I just edited inmy previous post, keep in mind that English is not my native language, so it makes everything more complicated to understand.
The doubled in every frame global meshes have different names, so these materials will get different names too.
My meshes were not declared as Global... one more thing that pulled me away from this explanation... I didn't understood correctly the sense of the whole sentence and didn't saw what I could take from it in my case.
I am really sorry for the unnecessary work you certainly did about this problem. This said I can't know if the long export failure is related to the same cause. I will have to check/treat all my scene before attempting a new export.
Re: OctaneRender™ for Blender 1.52 - 4.8 beta Win [TEST]
Posted: Mon May 05, 2014 3:34 am
by JimStar
ROUBAL wrote:as materials are not exported in the alembic file, it was not obvious for me to guess that octane material nodes are necessary to export in alembic
It was exactly explained in my post from the link,
exactly applied to alembic export, I explained all these things in this post
exactly from the point of view of
ALEMBIC EXPORT, even screenshots in this my post were made of standalone and showed
just exported ALEMBIC NODE inside standalone. So all this explanation was exactly about "
alembic", "
export", "
from Blender" and "
don't export to Alembic from Blender with node materials not set properly". What more? Perhaps you need some less complicated tool?
Re: OctaneRender™ for Blender 1.52 - 4.8 beta Win [TEST]
Posted: Mon May 05, 2014 3:49 am
by ROUBAL
The doubled in every frame global meshes have different names, so these materials will get different names too. So finally - you will get different materials for different frames.
I din't got different materials for different frames otherwise I would have had 990 copies of my wheels materials instead of 4... I didn't got what was usefull for me in the sentence and didn't understood that it was related to my case. That's all.
I do CG with Blender since 2004, I used Cycles, Indigo, AQsis, Octane, a bit Thea render and many other softwares, exporters... and else. It is not a matter of complicated tool. It is a misunderstanding of the explanations, nothing more. I apologize. Can I do more ?
Re: OctaneRender™ for Blender 1.52 - 4.8 beta Win [TEST]
Posted: Mon May 05, 2014 4:21 am
by JimStar
ROUBAL wrote: The doubled in every frame global meshes have different names, so these materials will get different names too. So finally - you will get different materials for different frames.
I din't got different materials for different frames ...
You forgot the first and most important part of this my phrase:
JimStar wrote:But if you have some material not properly set as named node-material - Octane will give it the automatic name which contains the mesh name in it to be unique.
You had different mesh names, not properly set material-nodes, and doubled materials. Reading of only this phrase from my explanation - is absolutely enough to understand that "this is exactly the case". Or at least just blindly
try to do as is explained first, before starting to complain here - just try to set all materials
to proper Octane node materials as explained, even without understanding "what is explained". And only if it did not help - start posting here "bugreport". I've given you the link not "just in case" - I've seen that it is your case.
ROUBAL wrote:It is a misunderstanding of the explanations, nothing more. I apologize. Can I do more ?
I already wrote what to do: please, just try to read the answers on which I spend my time before place here the long emotional posts containing a little of useful info. And if you decide to post some bugreport here: be sure to check that you made all in your scene as is explained.
About content of bugreports: if you think that crying about "how tired you are" will somehow help to fix the bug, you are wrong.

It just makes the report-posts extremely hard to read, as I'm trying to find some useful info between the life-stories. Please, just the archive with scene, detailed explanation of issue, and the step-by-step instruction "how to reproduce".