Render together multiple mesh
Ocatane's render wishlist!
- gilfanovruslan
- Posts: 41
- Joined: Wed Mar 09, 2011 6:23 am
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Win 7 x64 |gtx560ti 2gb | 2600K | 16gb | Google translator
Hi all,
I'm agree with gilfanovruslan, multiple obj is a good idea, better will be merge multiple octane files, like maya with references. Exemple, the scene with a shading object, use in an other scene with animation. Makes the difference between animation and meshes ( with shading ) will be great, like other renderer ( renderman, Bakery Religth, Guerilla render ).
Best regards,
Matthieu
I'm agree with gilfanovruslan, multiple obj is a good idea, better will be merge multiple octane files, like maya with references. Exemple, the scene with a shading object, use in an other scene with animation. Makes the difference between animation and meshes ( with shading ) will be great, like other renderer ( renderman, Bakery Religth, Guerilla render ).
Best regards,
Matthieu
Have seen some GREAT recommendations to add, Nice one community 
I would like to see the node editor enhanced! Middle mouse wheel scroll to zoom in and out, and maybe ctrl + RMB to pan! One member recommended a detachable window (sorry forgot your name) I like this as I could have the render window (or node ed win) on my 2nd display and have more room to work with
Miniaturise nodes (great idea) and also multi/box selecting of nodes too plz
I would also like to see a "disable render screen interaction" button, to stop resetting the render if you click in wrong place at wrong time (sadly i restart renders alot at this early stage in my adventure)..lol
Updated Blender support for current stable versions, I dont want to be stuck on 2.56a Beta forever! (I know there are updated/supported scripts for atleast 2.58 but they seem buggy to me! 2.56a is the only one that works enough for me (minus the cloned meshes resetting to original meshes axis !!)
Being new I can only comment on things I like the sound of at such an early stage and may be wrong but feel its worth being involved in such a great community and program...
Thank you to all at RS for all your hard work... you know who you are.. yes, thats right, you with the 100th cup of black coffee in your hand and the heavy eye bags

I would like to see the node editor enhanced! Middle mouse wheel scroll to zoom in and out, and maybe ctrl + RMB to pan! One member recommended a detachable window (sorry forgot your name) I like this as I could have the render window (or node ed win) on my 2nd display and have more room to work with


I would also like to see a "disable render screen interaction" button, to stop resetting the render if you click in wrong place at wrong time (sadly i restart renders alot at this early stage in my adventure)..lol
Updated Blender support for current stable versions, I dont want to be stuck on 2.56a Beta forever! (I know there are updated/supported scripts for atleast 2.58 but they seem buggy to me! 2.56a is the only one that works enough for me (minus the cloned meshes resetting to original meshes axis !!)
Being new I can only comment on things I like the sound of at such an early stage and may be wrong but feel its worth being involved in such a great community and program...
Thank you to all at RS for all your hard work... you know who you are.. yes, thats right, you with the 100th cup of black coffee in your hand and the heavy eye bags

http://www.Neil-Isted.com
Intel i7 870/2.93 GHz
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OctaneRender™ for Blender
Ds pro
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OctaneRender™ for Blender
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Poser Plugin
There is already a "lock" icon in the icon bar that lock all the viewport interaction.orion_uk wrote: I would also like to see a "disable render screen interaction" button, to stop resetting the render if you click in wrong place at wrong time (sadly i restart renders alot at this early stage in my adventure)..lol
The unofficial exporter still works with Blender 2.60 and it's not buggy, just some things are not supported, because the author wrote it almost a year ago.orion_uk wrote: Updated Blender support for current stable versions, I dont want to be stuck on 2.56a Beta forever!
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
The big work RS is doing on Octane is great, especially the support for SSS, which was not expected. Instances are coming and probably a bunch of stuff that we don't even expect.
But right now I mostly miss smaller / medium usability things, like;
* more pixel blending modes for textures (we still got only mix & multiply)
* a free camera navigation
* better ways to organize all the nodes (especially now with render target nodes, the whole thing looks like a plate of spaghetti thrown into a wall) - containers, grouping, hiding, tab organizing...
* the ability to duplicate a node without the hassle of exporting it
* the ability to move nodes between tabs
* the ability to pick an texture from an already loaded image, without the need to re-browse the same image every time I need a texture out of it. Basically an image node that is the parent of all the textures derived from it, so when you change the image node, all the textures in the pipeline change.
* ability to transform UV coordinates -scaleXY, rotateXY, translateXY, mirrorXY (per texture)
* multiple UV coordinate sets per texture
* arbitrary mesh preview for textures (the ball is unusable for exactly mapped textures)
* Local DB
etc...
But right now I mostly miss smaller / medium usability things, like;
* more pixel blending modes for textures (we still got only mix & multiply)
* a free camera navigation
* better ways to organize all the nodes (especially now with render target nodes, the whole thing looks like a plate of spaghetti thrown into a wall) - containers, grouping, hiding, tab organizing...
* the ability to duplicate a node without the hassle of exporting it
* the ability to move nodes between tabs
* the ability to pick an texture from an already loaded image, without the need to re-browse the same image every time I need a texture out of it. Basically an image node that is the parent of all the textures derived from it, so when you change the image node, all the textures in the pipeline change.
* ability to transform UV coordinates -scaleXY, rotateXY, translateXY, mirrorXY (per texture)
* multiple UV coordinate sets per texture
* arbitrary mesh preview for textures (the ball is unusable for exactly mapped textures)
* Local DB
etc...
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
......Strange! It shows up under addons but wont allow me to select it (If I do, nothing happens!) stays un checked!matej wrote:There is already a "lock" icon in the icon bar that lock all the viewport interaction.orion_uk wrote: I would also like to see a "disable render screen interaction" button, to stop resetting the render if you click in wrong place at wrong time (sadly i restart renders alot at this early stage in my adventure)..lol
Embarrassingly obvious now you point it out but there are so many features to my new program thanks to some great dev work, by some "miracle" I missed it !..lol thank you
The unofficial exporter still works with Blender 2.60 and it's not buggy, just some things are not supported, because the author wrote it almost a year ago.orion_uk wrote: Updated Blender support for current stable versions, I dont want to be stuck on 2.56a Beta forever!
Many thanks for your helpful comments

http://www.Neil-Isted.com
Intel i7 870/2.93 GHz
RAM 16GB
1x Titan (6GB)
2x GTX 660Ti 2GB
Win10 Pro 64-bit
Carrara 8.5 Pro
Carrara - OR4C
OctaneRender™ for Blender
Ds pro
OR Standalone V4
Poser Plugin
Intel i7 870/2.93 GHz
RAM 16GB
1x Titan (6GB)
2x GTX 660Ti 2GB
Win10 Pro 64-bit
Carrara 8.5 Pro
Carrara - OR4C
OctaneRender™ for Blender
Ds pro
OR Standalone V4
Poser Plugin
@orion_uk, check the console for errors. If you are on Windows, I believe there is a way to open the (system not python) console from inside Blender, but I forgot how. You can also start Blender from the system console and then you'll have output written there.
You can post Blender-exporter related problems in this thread.
You can post Blender-exporter related problems in this thread.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
I think they will not spend any time in an alternative file format when the sdk is on the way...matej wrote:...multiple UV coordinate sets per texture...
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
Thanks so muchmatej wrote:@orion_uk, check the console for errors. If you are on Windows, I believe there is a way to open the (system not python) console from inside Blender, but I forgot how. You can also start Blender from the system console and then you'll have output written there.
You can post Blender-exporter related problems in this thread.

C:\Users\orion_uk\AppData\Roaming\Blender Foundation\Blender\2.60\scripts\addons
I did not know a copy ended up there! I usually install scripts (etc) to Blenders program dir or from a folder in my project files Dir!

C:\Program Files\Blender Foundation\Blender 2.60a\2.60\scripts\addons
Dup removed and prob solved, THANK YOU

One prob since its working..
I create a sphere in blender (chop to off like an egg) sellect all faces inside and extrude (to make a bowl with depth for glass) and re-export my scene.obj in Octane and get error msg:could not load scene.obj
If I delete the sphere mesh in Blender, re-export the scene as it was b4 I created sphere, all loads fine again !!!
http://www.Neil-Isted.com
Intel i7 870/2.93 GHz
RAM 16GB
1x Titan (6GB)
2x GTX 660Ti 2GB
Win10 Pro 64-bit
Carrara 8.5 Pro
Carrara - OR4C
OctaneRender™ for Blender
Ds pro
OR Standalone V4
Poser Plugin
Intel i7 870/2.93 GHz
RAM 16GB
1x Titan (6GB)
2x GTX 660Ti 2GB
Win10 Pro 64-bit
Carrara 8.5 Pro
Carrara - OR4C
OctaneRender™ for Blender
Ds pro
OR Standalone V4
Poser Plugin