Hopefully no more delays.....
OctaneRender™ for Blender 1.55 - 4.10 beta Win [OBSOLETE]
That's assuming he ain't busy with some maya updates, standalone features or even the new plugin he is also handling. 
Hopefully no more delays.....
            
			
									
						
										
						Hopefully no more delays.....
I already started to work on it some time ago, and 'm working on it. It's just a lot of work in comparison to other plugins, I already wrote about it.
Two different softwares (Server and special version of Blender) should be fully refactored to v2, the network protocol between them should be fully refactored to v2, and new version of Blender should be merged and completely new development environments and library sets should be prepared for Windows (Blender moved to MSVC 2013 and v120 libraries) and compiled for Linux, etc etc... It's just a lot of routine work...
So, be patient. Now Maya users are waiting...
            
			
									
						
										
						Two different softwares (Server and special version of Blender) should be fully refactored to v2, the network protocol between them should be fully refactored to v2, and new version of Blender should be merged and completely new development environments and library sets should be prepared for Windows (Blender moved to MSVC 2013 and v120 libraries) and compiled for Linux, etc etc... It's just a lot of routine work...
So, be patient. Now Maya users are waiting...
You have this button from the beginning of Blender plugin. Right inside of the "Mesh type" combobox.aLeXXtoR wrote:I would like to suggest a feature: a kind of “Copy From Active” button for the Mesh Octane Properties (at least for the Mesh type). Sometimes it takes really lots of time to set this properties to all objects. One of the best examples is fractured objects: when you have 1k-10k pieces setting their type is challenging )
I know that I may override types, but I prefer to keep separate settings for different objects in scene.
Thanks!
The elephant was not seen by us.
My God! You have unconsciously predicted my need of this feature many-many months ago! ))))JimStar wrote: You have this button from the beginning of Blender plugin. Right inside of the "Mesh type" combobox.
The elephant was not seen by us.
Thanks! I think I need to work less and sleep more... ))
Visibility animation import is not supported by Octane alembic engine, at least so far. Blender exports visibility using object layers for meshes - and Octane's alembic import can only create the input pin in alembic node to which you can connect some new object layer node... But it does not import the object layer nodes themselves...Ide wrote:I would like to render my blender animation (5000 frames) in Octane Render 2.04 standalone.
I have made an animation in Blender where objects fade in via Object DATA > General visibility
everything works fine in Octane Blender, but when I export the animation via alembic to Octane Render 2.04 standalone for rendering, every object is always visible in the animation.
So my question is that is there a way to animate object transparency in Blender so that Octane Render Standalone 2.0 alembic would recognize the Transparency animation fade in from 0 > 1.
- Animate object transparency in Blender from 0.0 > 1.0 so that Octane render standalone 2.04 would understand it. is it possible?
- Does alembic support transparency animation (fade in).
If anyone knows how to animate transparency in blender so that Standalone alembic supports it I would appreciate some help. Thanks
Thank you Jim for the answer.
I have noticed some “choking” when doing test renderings for the 5000 frame animation. If I render 300 frames in a row it slows down a lot.
It is a linear slowing from frame 1 > 11sec/frame to frame 300 > 30sec/frame. If I stop the rendering and start again from current frame it will render again with the right speed 11sec/frame.
Maybe it’s my scene. Lots of objects, animation and fading’s and the server being always updated.
Tried to use animation mode: “Movable proxies > As is” but some of the objects disappears in the animation.
My animation setup: Animation mode: Full > As is (low resolution for testing) Kernel: Direct light Glmode: Diffuse
There could be interval reset (stop / start) for the server? A input box with a reset server at every no:th frame.
Not sure if it is just my scene, but maybe someone have noticed the same too.
            
			
									
						
										
						I have noticed some “choking” when doing test renderings for the 5000 frame animation. If I render 300 frames in a row it slows down a lot.
It is a linear slowing from frame 1 > 11sec/frame to frame 300 > 30sec/frame. If I stop the rendering and start again from current frame it will render again with the right speed 11sec/frame.
Maybe it’s my scene. Lots of objects, animation and fading’s and the server being always updated.
Tried to use animation mode: “Movable proxies > As is” but some of the objects disappears in the animation.
My animation setup: Animation mode: Full > As is (low resolution for testing) Kernel: Direct light Glmode: Diffuse
There could be interval reset (stop / start) for the server? A input box with a reset server at every no:th frame.
Not sure if it is just my scene, but maybe someone have noticed the same too.
Ide
I already wrote somewhere - I need the scene where this problem exists to be able to reproduce it.
And I suppose that this issue may not exist anymore in the very last version (which is not released yet) - as I have fully refactored both client and server part preparing the clean ground for new 2.X features branch (and merged it with current 2.71.5 Blender trunk). Actually this refactored version is almost ready to release - but so far with 1.55 engine feature set. I'm still working on 2.X branch and some time is still needed to finish and polish it.
But if there is still some demand in 1.55 version refresh - I can first release this refactored 1.55 version, and continue to work on 2.X...
            
			
									
						
										
						I already wrote somewhere - I need the scene where this problem exists to be able to reproduce it.
And I suppose that this issue may not exist anymore in the very last version (which is not released yet) - as I have fully refactored both client and server part preparing the clean ground for new 2.X features branch (and merged it with current 2.71.5 Blender trunk). Actually this refactored version is almost ready to release - but so far with 1.55 engine feature set. I'm still working on 2.X branch and some time is still needed to finish and polish it.
But if there is still some demand in 1.55 version refresh - I can first release this refactored 1.55 version, and continue to work on 2.X...
                                                                
                            
