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.Orbx and OR4B

Posted: Tue Apr 01, 2014 2:02 am
by kavorka
Hey Jimstar, I was wondering if you could shed some light on how, if at all the new .ORBX format will affect our Blender plugin.

What I am hoping, is that it will allow us to transfer entire scenes between the plugin and stand alone. This would be amazing for my team. This way, some people would use the plugin and some people would use standalone, whatever they are more comfortable with. They could use the Plugin to get their scene ready, setup lights etc, then transfer it to standalone and setup their materials. Then if they wanted to move lights around, they could transfer back to the plugin and adjust as needed.

It would be a great bridge between the standalone and the plugin. I would like to ease my team into the plugin fully, but we dont have the time to spare for full training and getting used to a new workflow when we have tight deadlines on projects.


Let me know if I am totally misunderstanding the new file format, or if this is not where the plugin is headed.

Thanks!

Re: .Orbx and OR4B

Posted: Tue Apr 01, 2014 5:23 am
by JimStar
Yes, this will be available in later versions.

Re: .Orbx and OR4B

Posted: Tue Apr 01, 2014 12:24 pm
by ROUBAL
Hi Jim, for my own I would find very useful the ability of importing into Blender an orbx file saved with the Standalone version, and so converting it to nodes usable in Blender.

Will it be possible from Blender to Octane only or also from Octane to Blender ?

The main reason is that I have made so far in Octane a huge collection of already detailed scenes and objects (mainly high details buildings and vehicles), and rebuilding each material of each object in Blender would be a really tedious and long work. So, if I could use these objects and scenes directly inside Blender, it would allow me big animations very easily !

Best regards,

Philippe.

Re: .Orbx and OR4B

Posted: Sat Dec 27, 2014 3:11 am
by TheCoz
Has this been implemented? I haven't found a way to import an .orbx from the Standalone into Blender.