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Material Settings from Blender to Octane and Animation

Posted: Thu Mar 22, 2012 4:11 pm
by Welti
I have a few problems with Octane Render:

1. I want to render an animation with Octane Render
2. I have set my materials in blender (with the Octane Render / Blender Exporter Script)
3. I have set my keyframes for the animation (i set an output folder for the pictures and a samples-preset)
4. I can't select the render kernel "PMC" in the "World" settings, only pathtracing and direct-lightning
5. If i press "Render Animation" all my material settings were not exported (everything is glossy-grey) and i got a little bit of DoF which i definately don't want!
6. The right camera angle was also not exported (although i selected it)


How i can fix that problems? How much samples should i let render per frame for an interior scene with only an indirect lightning object? How i can speed up the render times for an animation - any tips for me?

With best regards

Welti

Edit: If i am using the latest exporter script from yoyoz (v1.1.6, before i was using the v0.9) i get that error message:

Code: Select all

Traceback (most recent call last):
  File "C:\Users\**\AppData\Roaming\Blender Foundation\Blender\2.62\scri
pts\addons\octanerender\engine.py", line 99, in render
    mtl_list = write_obj(objTemp, mtlFile, obj_list, scene, unitFactor)
  File "C:\Users\**\AppData\Roaming\Blender Foundation\Blender\2.62\scri
pts\addons\octanerender\export.py", line 502, in write_obj
    uv_layer = me.tessface_uv_textures.active.data
AttributeError: 'Mesh' object has no attribute 'tessface_uv_textures'

location:<unknown location>:-1

location:<unknown location>:-1
I am using the official Blender 2.62 Version from blender.org.

Re: Material Settings from Blender to Octane and Animation

Posted: Thu Mar 22, 2012 4:23 pm
by t_3
... moved your post to the blender forum - help will come in pretty soon i guess ;)

Re: Material Settings from Blender to Octane and Animation

Posted: Thu Mar 22, 2012 4:51 pm
by yoyoz
With official 2.62 from Blender.org you must use an earlier version of the plugin, either 1.12 or 1.13 (there have been some changes between 2.60, 2.61 and 2.62 and I cannot tell exactly which one is appropriate. Please look at other threads where users comment on the version they're using). The error you have on the log is because addressing of UVs has changed since Bmesh this is why 1.16 should only be used with more recent builds than the official.

If camera is tilted, then it is also related to plugin version because of API change.

Regarding materials, Octane only take parameters from the exporter if the given material doesn't already exist. This is behaviour chosen by Octane and there's not much we can do. It means that if you already exported your scene before tweaking materials then any further updates won't be taken in account.

Re: Material Settings from Blender to Octane and Animation

Posted: Thu Mar 22, 2012 5:17 pm
by Welti
It means that if you already exported your scene before tweaking materials then any further updates won't be taken in account.
That's bad. And you aren't able to fix that?

So i have to create a completely new scene?

And what is about the camera DoF problem? I have always a bit of dof in the picture and there is no "Aperture" option in the camera settings in blender.

Re: Material Settings from Blender to Octane and Animation

Posted: Thu Mar 22, 2012 5:45 pm
by yoyoz
Welti wrote:That's bad. And you aren't able to fix that?
I used to by writing directly into the ocs files (the option is still there) but this is no more compatible with latest Octane versions. The way it works is the way Octane has been designed and cannot be altered from outside.
Welti wrote:So i have to create a completely new scene?
No, you just need to export a static render and tweak your materials inside Octane. They will be left untouched when you later run the animation. If you want to have animated textures please look at this thread: http://www.refractivesoftware.com/forum ... 437#p78437
Welti wrote:And what is about the camera DoF problem? I have always a bit of dof in the picture and there is no "Aperture" option in the camera settings in blender.
Yes, there's a Lens aperture setting in Blender. You can also have the camera focus to either a given distance or to a specific object (I recommend you use an empty for this purpose).
Espace de travail 1_005.png
Espace de travail 1_005.png (25.33 KiB) Viewed 5115 times

Re: Material Settings from Blender to Octane and Animation

Posted: Thu Mar 22, 2012 5:58 pm
by Welti
Thank you very much for your help but i don't understand that:
No, you just need to export a static render and tweak your materials inside Octane. They will be left untouched when you later run the animation.
I have exported a still image and set every material how i want it and what i have to do now that i can render my animation?

Re: Material Settings from Blender to Octane and Animation

Posted: Thu Mar 22, 2012 6:00 pm
by yoyoz
Just run the animation. The materials will be the same you tweaked, providing of course you saved your work :-)

Re: Material Settings from Blender to Octane and Animation

Posted: Thu Mar 22, 2012 6:11 pm
by Welti
I saved the .ocs file and quit octane render, then i go to blender and start rendering the animation. But now my picture turned completely black...
Edit: It looks like that the camera angle was moved...I have to click on the button "Reset Camera View to defaul" to get the right camera position. Why is my camera moving? I use now the 1.1.3 exporter script.

Re: Material Settings from Blender to Octane and Animation

Posted: Sat Mar 24, 2012 6:15 pm
by yoyoz
Did you check the box "export camera settings" from main panel?

If you have the camera properly exported but with some axis flipped then this is an issue with the version of the plugin. Please confirm so I can check what's the best version for you.