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Re: Blender instances "patch" for the unofficial exporter
Posted: Tue Sep 11, 2012 4:42 pm
by ROUBAL
They are only invisible in view mode.
Yes, and it is the reason why they are not exported.
In the past, I was used to export only selected objects, but this method is no more valid for a while. It seemed easier for developpers to allow the export of visible objects (Not actually hidden). This means that even objects on unselected layers are exported if they are not hidden when you look at their layers.
Re: Blender instances "patch" for the unofficial exporter
Posted: Tue Sep 11, 2012 6:05 pm
by steveps3
So it is good that the exporter doesn't work the same as the internal render engine? I am sure that it will be a doddle to do my own fix to the script. Maybe it should be made an option on the exporter.
Re: Blender instances "patch" for the unofficial exporter
Posted: Wed Sep 12, 2012 11:34 am
by matej
In this case I agree with Steve; the visibility slider is there just to make the view-port more responsive, invisible particles should be exported. If you don't want them exported you should lower their actual number, not visibility.
The update here should always export all hair particles and those emitter particles that are alive (haven't tested it though):
Re: Blender instances "patch" for the unofficial exporter
Posted: Wed Sep 12, 2012 9:55 pm
by steveps3
Many thanks for that. I will give it a try now.
Re: Blender instances "patch" for the unofficial exporter
Posted: Wed Sep 12, 2012 10:07 pm
by steveps3
Works like a dream. Even with a setting of 1% on a particle system with 100,000 particles you still get a lot of particles (1000 obviously) so turning it down to 0 gives me the control that I want whilst still exporting the particles that I need. I have three particle systems working on the same surfaces so I left 1 at 1% just so that I got an idea of where the particles will be.
Re: Blender instances "patch" for the unofficial exporter
Posted: Wed Sep 12, 2012 10:54 pm
by steveps3
Just in case anyone was curious, this is what I am working on.
Re: Blender instances "patch" for the unofficial exporter
Posted: Thu Sep 13, 2012 7:28 am
by matej
Nice, I'm glad it works

Re: Blender instances "patch" for the unofficial exporter
Posted: Wed Sep 19, 2012 11:43 am
by mtmx
Hi,
I would appreciate any help or suggestion, I would like to use instances in an animation, rather than a static scene. The problem is, when adding a geometry group, scatter, etc to my scene, save it, and then try to render the animation from Blender, it only shows the obj file, not the rest of the set-up.
Is there a way of making it render the entire geometry group?
Thanks
Re: Blender instances "patch" for the unofficial exporter
Posted: Wed Sep 19, 2012 1:25 pm
by ROUBAL
@mtmx :
I don't know exactly how to do it, because I never used Octane in console mode, but if I remember well, I have read somewhere on the forum that it is possible to render an animation by defining a render target in Console mode.
This way, Octane could render the whole scene for each frame instead of only one geometry node.
Re: Blender instances "patch" for the unofficial exporter
Posted: Wed Sep 19, 2012 1:58 pm
by mtmx
Thank you ROUBAL, I have been following the same lead, as it seemed like a possible solution, but so far I couldn't find any info on how to automatically update the camera and obj from an animation in Blender, or how to make Blender "focus" on the rendertarget when rendering, rather than the obj.