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Re: OctaneRender™ for Blender 1.33 - 4.0 beta Win [CURRENT]

Posted: Fri Mar 07, 2014 12:01 pm
by pumeco
So is there an expiring demo-key I could get or something like that?
Even a one-day key would do!

I'm trying out various package/plugin combinations of Blender/Carrara/DS/Poser and their Octane/Lux plugins before I settle on one. Obviously I'm not willing to pay out 99 Euros without being able to try it first. I hope there's a way to demo it, but if not I'll have to skip this one, which is a shame, because I'm getting my head around Blender now!

Re: OctaneRender™ for Blender 1.33 - 4.0 beta Win [CURRENT]

Posted: Fri Mar 07, 2014 12:39 pm
by ROUBAL
@Pumeco : As a Blender user for many years and an Octane user since the beginning, I can tell you that the plugin is very good. The only annoying thing imho is that it is in fact a special Blender version for Octane instead of a real plugin for Blender. It is due to the licensing rules. It is sometimes a pain to switch between Octane and Official versions, but it is a great tool. I am not yet very experienced and still clumsy with some features, but it finally allows me to render animations, and I am very happy of the result. My only troubles are currently with Alembic exports to render in standalone, and it is probably because of something not yet understood on my side. Rendering inside Blender with Octane works very well. From my point of view, it is worth it.

Re: OctaneRender™ for Blender 1.33 - 4.0 beta Win [CURRENT]

Posted: Fri Mar 07, 2014 7:27 pm
by pumeco
Hey ROUBAL, thanks for that!

That's good to hear, and I don't doubt the quality of the plugin, it's clear the Octane team understand the importance of stability and bug fixes - they're good like that. I'm not buying without being able to try it, though. I need to use it to know whether there's things I can't get along with.

Surely all they need to do is what was done with the Poser plugin; limit the resolution and bang a watermark over it!

Re: OctaneRender™ for Blender 1.33 - 4.0 beta Win [CURRENT]

Posted: Fri Mar 07, 2014 8:02 pm
by MattRM
Hi all,

I found something strange. The camera is not well transfert from a Tracking data, look below the screenshots.
Hope will fix

Matt

OPENGL_RENDER_CAM_TRACK.PNG
CYCLE_RENDER_CAM_TRACK.PNG
OCTANE_RENDER_CAM_TRACK.PNG

Re: OctaneRender™ for Blender 1.33 - 4.0 beta Win [CURRENT]

Posted: Sun Mar 09, 2014 9:39 am
by MattRM
Hi,

Also saw, when you rotate the environment on Z with Octane transform, it turns on the Y axis of blender and not on the up axis. Also too, Alembic for me works only in /tmp\, not at all in other places. In viewport rendering, sometime, the shaders at not rebuild at all or do error and not render. stop the interactive mode, relaunch and all working good as soon as made a new connections in shaders. Shaders also, need a rgb spectrum in mix or float value to work properly, instead not take care of values.

Hope can help to fix Blender Octane,

Best Regards,

Matt

Re: OctaneRender™ for Blender 1.33 - 4.0 beta Win [CURRENT]

Posted: Sun Mar 09, 2014 10:04 am
by MattRM
Hi,

Also this, when alembic is exported ( when it wants ;) ), the alembic haves one materials per frames. exemple, I had 1333 Frames exported and build 1333 materials. It's quite unefficient. Also, the exported alembic have the same problem that the plugins, not match the real camera mouvement. I think, due to the mouvement and the rotate axis from IBL, two axes were permuted in code.

Hope can help again to debug this fabulous plugins !!!

Thanks,

Matt

Capture.PNG

Re: OctaneRender™ for Blender 1.33 - 4.0 beta Win [CURRENT]

Posted: Sun Mar 09, 2014 3:50 pm
by aLeXXtoR
Hi!
MattRM wrote:
Also this, when alembic is exported ( when it wants ;) ), the alembic haves one materials per frames. exemple, I had 1333 Frames exported and build 1333 materials.
I had this issue too — it seems that this happen when you have not-node-based materials. When I changed all materials in the scene to nodes everything became normal.

Re: OctaneRender™ for Blender 1.33 - 4.0 beta Win [CURRENT]

Posted: Sun Mar 09, 2014 5:45 pm
by JimStar
aLeXXtoR wrote:it seems that this happen when you have not-node-based materials. When I changed all materials in the scene to nodes everything became normal.
This is not the issue, it is stated in description of this new feature. This behaviour is normally expected if you export non movable geometry. If you decided to not move the already existing geometry - the new geometry is reloaded every frame. Another geometry - another set of its material pins.

Re: OctaneRender™ for Blender 1.33 - 4.0 beta Win [CURRENT]

Posted: Sun Mar 09, 2014 6:02 pm
by aLeXXtoR
JimStar wrote: This is not the issue, it is stated in description of this new feature. This behaviour is normally expected if you export non movable geometry. If you decided to not move the already existing geometry - the new geometry is reloaded every frame. Another geometry - another set of its material pins.
Sorry, seems that I've missed it... Where I can read more about this?
I have a number of "non-movable objects" marked as Global. And animation mode in Render panel is set to Full — but now I get just one material for all frames. It seems that I don't get this feature right. :lol:

Re: OctaneRender™ for Blender 1.33 - 4.0 beta Win [CURRENT]

Posted: Sun Mar 09, 2014 8:23 pm
by JimStar
aLeXXtoR wrote:Sorry, seems that I've missed it... Where I can read more about this?
I have a number of "non-movable objects" marked as Global. And animation mode in Render panel is set to Full — but now I get just one material for all frames. It seems that I don't get this feature right. :lol:
It seems something wrong is set in your scene.;)
This is what is exported with all meshes set to "Global" and animation mode set to "Movable proxies" (the same mesh in all frames):
1.png
And this is with all meshes the same "Global" and animation mode set to "Full" (the different meshes in every frame):
2.png