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Re: Non-offical Blender 2.56 plugin
Posted: Sat Jan 15, 2011 5:24 pm
by SamCameron
Yes, Depth of field (Blender), is the same as Focus Deep (Octane), but in Blender you can set numbers as 12.5 , but not in Octane wich is limited to decimals, so you can only use 12,13,14,etc....
If DoF is set to zero in blender then there is no focus at all, I suggest to use a pick button to select where is the focal point, so you can choice an object or an empty for focus.
Re: Non-offical Blender 2.56 plugin
Posted: Sat Jan 15, 2011 8:10 pm
by yoyoz
v0.60 available, please pick it up at usual place.
Here's a short video using 'Fly' mode and showing camera target tracking an empty, while depth of field tracking another one. Focal length animated too.
blend and ocs files in same zip for your convinience.
Enjoy!
Re: Non-offical Blender 2.56 plugin
Posted: Sat Jan 15, 2011 8:29 pm
by tungerz
Yo yoyoz,
Just wanted to thank you and enricocerica
for all of the work you are doing to enricocerica
script ...
I'm hoping to get it working soon, .52 loaded for me with a different message window from Octane... Gonna go give .6 a test drive
Launched your anim_v060.blend and worked perfect, tried a default cube scene and failed with a Octane window posted below...
I gotta compare settings with yours, I have something wrong on my end...
Thanks again for all of your time and knowledge.
Peace,
Andy
Re: Non-offical Blender 2.56 plugin
Posted: Sun Jan 16, 2011 7:56 pm
by necko77
Can anyone help me,
i did everything like how supose to do, and when i click on render still image nothing happens, octane dosnt start ? If i press on export obj it exports it, but i want to see modifiers in action . . .
Is there aything i can do ?
Re: Non-offical Blender 2.56 plugin
Posted: Sun Jan 16, 2011 8:16 pm
by yoyoz
Guys, both of you shouldn't have any space in the paths to the project or to the octane binary. Please move your intall directory and your project one and give another try. I'm working on that but there're also some limitations due to Octane itself.
I'd be happy you let me know if you can make it.
Re: Non-offical Blender 2.56 plugin
Posted: Sun Jan 16, 2011 9:54 pm
by necko77
it started to work and its great...

i cant get my hair cube

Do you have any tip for this one...
will my cube have hair even if i only export as OBJ file ? (applay modifiers is on ofc)
but i dont get hair
thx anyway
Re: Non-offical Blender 2.56 plugin
Posted: Sun Jan 16, 2011 10:47 pm
by yoyoz
Nice you finally made it work, I hope you like it!
In order to use the particle system, you must have a base mesh on which you apply a 'particle instance' that you link to your 'particle system'. The default hairs are strands and cannot be exported as triangles. I've posted a sample or two in this thread, you should have a look. I must say that it definitely needs some tweaking to get the expected result and it may consume an insane amount of ressources...
Re: Non-offical Blender 2.56 plugin
Posted: Sun Jan 16, 2011 10:49 pm
by necko77
yoyoz, great work man !
respect
i will try to read it
good night !
Re: Non-offical Blender 2.56 plugin
Posted: Sun Jan 16, 2011 11:57 pm
by tungerz
Hey yoyoz,
Thanks, that is what the problem was
Worked like a charm
Peace,
Andy
Re: Non-offical Blender 2.56 plugin
Posted: Mon Jan 17, 2011 11:16 am
by danilius
This is an impressive piece of coding (even though it is being written very rapidly). It has completely changed my attitude to Octane and made the Blender/Octane experience a pleasurable process rather a chore. I'm very grateful!