
[Unsupported] Blender plugin v1.11
Hi, I've not implemented it at the moment. I'll try to make an update of the plugin this week-end if I've some time available.vimaxus wrote:Can anyone help me find a way to save exr instead of png when rendering animations with the plugin?
Cheers,
Lionel
Desktop: Ubuntu 13.04 x64 - i7-3770K @ 3.5GHz - 32GB DDR3 - GTX670 2048MB
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
@ yoyoz, I'm new to blender (I'm using 2.60), so this might be a stupid question, I'm using your plugin for exporting, but I don't seem to understand how to export instances using particles properly. If I create a plane and use particles to spread some cubes around and export, only the plane gets exported. If I check the duplication-faces in the object properties of the plane, the instances get exported but not the base mesh. How can I export both at the same time, besides duplicating one and unchecking/deleting the particles?
BTW, great exporter.
BTW, great exporter.
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
@vimaxus: nice you found it by yourself. I'll try to make it through the interface 
@kubo: you must setup a 'particle instance' on the object you want to become particles (in addition to the 'particle system' on the emitter itself). I've recently posted a link to an old .blend I made as an example. It will be easy for you to understand from it. The way particles are displayed in the viewport by default is only for internal rendered and cannot be exported as a mesh unless you do the 'particle instance' stuff.

@kubo: you must setup a 'particle instance' on the object you want to become particles (in addition to the 'particle system' on the emitter itself). I've recently posted a link to an old .blend I made as an example. It will be easy for you to understand from it. The way particles are displayed in the viewport by default is only for internal rendered and cannot be exported as a mesh unless you do the 'particle instance' stuff.
Desktop: Ubuntu 13.04 x64 - i7-3770K @ 3.5GHz - 32GB DDR3 - GTX670 2048MB
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
@matej and yoyoz, thanks, I'll test it tomorrow and get back to you guys. I really appreciate the help, one of the main reasons I was interested in learning blender is seeing the nice things that you guys and other people were doing in the forums, and how friendly a community there was.
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
@matej, I've tried the fixed example in that thread, yet my blender 2.60a vanilla crashes at open.
@yoyoz, I think I understand what you mean, if I add a instace particle modifier and choose the object that has the particle system it works, yet I'm not sure how I could use that with groups, while using the other method I do, but I have to duplicate the base object and the base with the particle system.
@yoyoz, I think I understand what you mean, if I add a instace particle modifier and choose the object that has the particle system it works, yet I'm not sure how I could use that with groups, while using the other method I do, but I have to duplicate the base object and the base with the particle system.
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
Hm, the .blend works for me just fine.
Anyway, you don't need to use groups, just set a particle modifier for each different object that represents a particle. In the modifier you set which is the emitter object (which needs to have a particle system assigned) and that's it.
Here's a modified example with two particle objects. Maybe it will open this time:
Anyway, you don't need to use groups, just set a particle modifier for each different object that represents a particle. In the modifier you set which is the emitter object (which needs to have a particle system assigned) and that's it.
Here's a modified example with two particle objects. Maybe it will open this time:
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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