Hi all,
A small update of the exporter to fix two issues:
- the "collect all image" option in the export dialog gets now initialized correctly when you open an already saved document
- if you select a non-preview render target, Octane should render now the render target with all linked geometry and not only the exported OBJ mesh
These are the Windows builds of the plugin:
CINEMA 4D R10.1 - R11 (32/64bit):
CINEMA 4D R11.5 (32/64bit):
CINEMA 4D R12 - R14 (32/64bit):
These are the Mac builds of the plugin:
CINEMA 4D R11.0 (32/64bit):
CINEMA 4D R11.5 (32/64bit):
CINEMA 4D R12.0 - R14 (32/64bit):
Happy rendering,
Marcus
Octane exporter for C4D version 0.12b (current)
Moderators: ChrisHekman, aoktar
many thanks marcus
i'll test it as soon as i arrive in the office
ciao beppe

i'll test it as soon as i arrive in the office

ciao beppe
YES, thank you...! forward, forward...
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http://www.larsnaglerworks.com
http://www.behance.net/LarsNagler
http://cargocollective.com/larsnaglerworks
Mac Pro 5.1 :: 3,33 GHz 6-Core Intel Xeon :: Mac Pro Nvidia GTX680 4 Gig :: 32GB :: C4D 13 Studio :: Octane Renderer
OP-1
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http://www.larsnaglerworks.com
http://www.behance.net/LarsNagler
http://cargocollective.com/larsnaglerworks
Mac Pro 5.1 :: 3,33 GHz 6-Core Intel Xeon :: Mac Pro Nvidia GTX680 4 Gig :: 32GB :: C4D 13 Studio :: Octane Renderer
OP-1
thanks marcus, i was able to export a complete scattered scene with all linked geometry on both mac and pc
wonderfull
ciao beppe

wonderfull

ciao beppe
- natalievfx
- Posts: 43
- Joined: Fri Jul 27, 2012 11:57 pm
- Location: Los Angeles
- Contact:
Just wanted to say thank you for making the exporter if not for you I would have never been able to get these results:)
http://youtu.be/OZxb0y-8JuY
http://youtu.be/OZxb0y-8JuY
Hi Marcus,
Thank you very much for the new plugin updates!
With the next plugin release (not the integrated one) is it going to be possible to export nested instances (like: Cloner inside another Cloner) ?
And basically, being able to do MoGraph animations with lots of instances freely with regards to how we combine and animate parameters, objects, modifiers, effectors, etc ?
Thank you very much for the new plugin updates!

With the next plugin release (not the integrated one) is it going to be possible to export nested instances (like: Cloner inside another Cloner) ?
And basically, being able to do MoGraph animations with lots of instances freely with regards to how we combine and animate parameters, objects, modifiers, effectors, etc ?
There is another major update planned, to give you some tools to export instances via scatter node .csv files.
i7 2600K, 12GB RAM, GTX 470 x 3, Win 7 64, C4D R11 Studio, VRay, Octane
i7 920, 10GB RAM, GTX 480 x 2, Win 7 64, After Effects CS3, Premiere Pro
i7 920, 10GB RAM, GTX 480 x 2, Win 7 64, After Effects CS3, Premiere Pro
The plan is the following (don't know yet, if it will work):Lyubomir wrote:Hi Marcus,
Thank you very much for the new plugin updates!![]()
With the next plugin release (not the integrated one) is it going to be possible to export nested instances (like: Cloner inside another Cloner) ?
And basically, being able to do MoGraph animations with lots of instances freely with regards to how we combine and animate parameters, objects, modifiers, effectors, etc ?
There is another major update planned, to give you some tools to export instances via scatter node .csv files.
You place a OctaneInstance tag onto an object. During the export this object and all it's instances (created by cloners and stuff) will be left out from the main OBJ/MTL file but exported as one separate OBJ/MTL file, plus a CSV file containing the transformation matrices for all the instances that can be used by the scatter node.
You then open the exported scene in Octane, create a render target node, connect a geometry group node to it's mesh input and then the main mesh node and a new scatter node with the geometry group. Then you manually create a mesh node with the instance OBJ file and connect it with the scatter node. You then load the CSV file from the export into scatter node and voila you've got your instances.
The cool thing is that Octane loads the CSV file everytime it opens the project, i.e. we can animate the instances. Since Octane doesn't support multiple materials in a scatter node, all instances will have the same geometry and materials.
I hope that makes sense.
Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
very good plan, it will work for sure
roelan has talked about of the possibility to add a variation to the scatter node in the future... it would be the perfection
ciao beppe

roelan has talked about of the possibility to add a variation to the scatter node in the future... it would be the perfection
ciao beppe
Yes, sounds like a plan to me. Looking forward to this, Marcus!abstrax wrote:The plan is the following (don't know yet, if it will work):Lyubomir wrote:Hi Marcus,
Thank you very much for the new plugin updates!![]()
With the next plugin release (not the integrated one) is it going to be possible to export nested instances (like: Cloner inside another Cloner) ?
And basically, being able to do MoGraph animations with lots of instances freely with regards to how we combine and animate parameters, objects, modifiers, effectors, etc ?
There is another major update planned, to give you some tools to export instances via scatter node .csv files.
You place a OctaneInstance tag onto an object. During the export this object and all it's instances (created by cloners and stuff) will be left out from the main OBJ/MTL file but exported as one separate OBJ/MTL file, plus a CSV file containing the transformation matrices for all the instances that can be used by the scatter node.
You then open the exported scene in Octane, create a render target node, connect a geometry group node to it's mesh input and then the main mesh node and a new scatter node with the geometry group. Then you manually create a mesh node with the instance OBJ file and connect it with the scatter node. You then load the CSV file from the export into scatter node and voila you've got your instances.
The cool thing is that Octane loads the CSV file everytime it opens the project, i.e. we can animate the instances. Since Octane doesn't support multiple materials in a scatter node, all instances will have the same geometry and materials.
I hope that makes sense.
Cheers,
Marcus
i7 2600K, 12GB RAM, GTX 470 x 3, Win 7 64, C4D R11 Studio, VRay, Octane
i7 920, 10GB RAM, GTX 480 x 2, Win 7 64, After Effects CS3, Premiere Pro
i7 920, 10GB RAM, GTX 480 x 2, Win 7 64, After Effects CS3, Premiere Pro
Nice! How did you make the particles work? Could you give some details on the kernel used and rendertime/hardware?natalievfx wrote:Just wanted to say thank you for making the exporter if not for you I would have never been able to get these results:)