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Re: Non-offical Blender 2.56 plugin
Posted: Mon Jan 17, 2011 12:52 pm
by SamCameron
Me too, Yoyoz is a genious he he he.
Re: Non-offical Blender 2.56 plugin
Posted: Tue Jan 18, 2011 5:08 pm
by dave62
once again i got to say: ********THANK YOU YOYOZ*******
great work! since i use your one i got almost no crashes under ubuntu64!:)
also octane seems to be more stable as long as i didnt use the nodes......
THX and regards dave
Re: Non-offical Blender 2.56 plugin
Posted: Tue Jan 18, 2011 5:54 pm
by yoyoz
Thank you everyone for your nice comments!
I didn't post any new version of the plugin since a long time (3 days

), but I'd like to give you an update about the development. I've completely rewritten large parts of the code and I believe it is now easier to maintain and add extra functionalities, if any.
What to expect:
- 'Samples Presets' now working
- camera attributes (DoP, Lens Ap) are now only exported if 'Export Camera Settings' is checked
- images export fixed
- tweaked diffuse and specular values at mtl export
- supports relative paths everywhere
- additional logging
- changed some default settings
- auto-fix of material names with spaces
- auto-fix of names for images that are copied with export
- prevent MTL export when 'no image copy' AND an image source name/path has spaces
- now forces user to have a project name without spaces
- now forces user to have a project directory wihtout spaces
- now forces user to have an image output directory without spaces
(the latest 6 items are here to prevent bugs in Octane parsing its command line or the mtl file. I got confirmation that this won't be fixed at the moment so I've choosen to warn the user at early stage and prevent exporting if it's known that Octane won't get the information properly).
Problems at the moment:
- lots of resolution presets from blender are for non-square pixels, so result in Octane may not match preview from camera in blender if you don't manually fix back the aspect ration to 1:1 in the blender render panel. I've having hard times to find a workaround to reset aspect ratio automatically so the blender's camera view reflects the visible zone in onctane)
- small change in blender API implies a variable has to be renamed depending on Blender build. Very easy to fix, but it means 2 versions depending on the blender's build...
Stay tuned and have fun!
Happy rendering,
Lionel
Re: Non-offical Blender 2.56 plugin
Posted: Wed Jan 19, 2011 1:55 am
by SamCameron
I'm still having problems to render some scene, the error I get is the same as the last time, something about utf8 (unicodedecodererror)
EDIT:
I was using a model with russian characters o something like that, in the viewport I read: 'bisy' (name of an object) but once I click on the name to edit it showed 'bia³y' , that make the exporting to get an error unicodecodeerror, is any change to solve this problems automaticly?
Re: Non-offical Blender 2.56 plugin
Posted: Wed Jan 19, 2011 5:28 am
by yoyoz
I can work on it but I need a sample scene as those characters cannot be typed from the blender interface itself.
Re: Non-offical Blender 2.56 plugin
Posted: Wed Jan 19, 2011 12:55 pm
by SamCameron
Here's an scene with an object with a wrong name, at first view the name looks OK, but if you try to edit the name of the object you will notice than as soon as you try to delete the 'S' that letter becomes an 'A', so you see 'bisy' in the viewport but the real name is something like 'bia³y'.
Re: Non-offical Blender 2.56 plugin
Posted: Wed Jan 19, 2011 1:30 pm
by necko77
yoyoz, great job man...
let the force be with you

Re: Non-offical Blender 2.56 plugin
Posted: Wed Jan 19, 2011 3:10 pm
by yoyoz
SamCameron wrote:Here's an scene with an object with a wrong name, at first view the name looks OK, but if you try to edit the name of the object you will notice than as soon as you try to delete the 'S' that letter becomes an 'A', so you see 'bisy' in the viewport but the real name is something like 'bia³y'.
This scene has object, mesh and material names that have problems. I've made a routine that could fix the names but python throws an error when trying to call it. Even without using the addon, the console is completly flooded with unicode errors... I think there's unfortunately no other choice than renaming all this stuff before working, even considering blender workflow only.
Re: Non-offical Blender 2.56 plugin
Posted: Thu Jan 20, 2011 2:15 am
by SamCameron
I have several problems with the UV's, in Blender looks OK , I mapped the UV's as usual but in Octane Render the results is completly different, do you know why?
Re: Non-offical Blender 2.56 plugin
Posted: Thu Jan 20, 2011 2:57 am
by SamCameron
A quick update about problems:
I've been researching in the forum about UV's problems with Octane/Blender and looks like Octane cannot handle Clip textures, only Repeat, that's more or less fine (I wish to use Clip but nothing is perfect), the problem is with the script wich provides wrong information in materials and coordinates, I tried the 2.49 script and automaticly exports all the objects with materials and textures, also the right coordinates, please check this comparisson: