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WIP "Next-Gen" blender unofficial exporter

Posted: Sat Feb 26, 2011 7:36 am
by yoyoz
Guys,

here's a quick and dirty animation featuring some of the capabilities of the new exporter I'm working on:
- animated sunlight power
- animated turbidity
- animated colors
- animated opacity
it can already do much more but there's still a lot of work before everything gets properly implemented.

Happy renders!
Yoyoz

[vimeo]http://www.vimeo.com/20397770[/vimeo]

Re: WIP "Next-Gen" blender unofficial exporter

Posted: Sat Feb 26, 2011 12:26 pm
by face
I would not play with the ocs-file, because I think it will changed with the implementation of instances...

face

Re: WIP "Next-Gen" blender unofficial exporter

Posted: Sat Feb 26, 2011 1:20 pm
by r0ug3r
yoyoz wrote:Guys,

here's a quick and dirty animation featuring some of the capabilities of the new exporter I'm working on:
- animated sunlight power
- animated turbidity
- animated colors
- animated opacity
it can already do much more but there's still a lot of work before everything gets properly implemented.

Happy renders!
Yoyoz

[vimeo]http://www.vimeo.com/20397770[/vimeo]

nice yoyoz!!! cant wait to have a test with the next gen exporter!!keep it up mate!!

Re: WIP "Next-Gen" blender unofficial exporter

Posted: Sat Feb 26, 2011 3:52 pm
by yoyoz
face wrote:I would not play with the ocs-file, because I think it will changed with the implementation of instances...
Hey, there won't be any fun otherwise.... :-)

Re: WIP "Next-Gen" blender unofficial exporter

Posted: Sat Feb 26, 2011 4:22 pm
by face
Hehe, maybe you can implement a baking texture system that generates a texture on rendertime.
Or you can implement an export from arealights in real geometry.
An other one is to integrate a bucket rendering system with the lensshift option.

Thats fun too ;)

face

Re: WIP "Next-Gen" blender unofficial exporter

Posted: Sat Feb 26, 2011 4:59 pm
by yoyoz
Not sure what you mean about lensshift, as it's already exported. You only need to animate it if you want batch rendering... (don't forget I'm not a CG specialist)

Regarding arealights, why bothering creating a square or a rectangle from a light while I can turn on/off emission of any mesh? :-)
(and animate every base parameter, including material type too...)

I love the idea of baking textures! Of course there's the constraint of only having UV mapping but .... need to try!!!! :-)

Yoyoz

Re: WIP "Next-Gen" blender unofficial exporter

Posted: Sat Feb 26, 2011 7:52 pm
by face
With buckets i mean, that you image have an dimension of e.g. 4096x4096 pixel.
Then you can check an option like 2x2 buckets and the plugin will render 4x 2048x2048px so that the resolution after connecting the images is 4096x4096.
Maybe usefull if you can´t render higher resolution because of a vram limit.

To area lights. Maybe if you have an existing scene with 20 arealight.
You then don´t need to convert all lights as geometry, the plugin will do that.
Or you can use the lights to preview the scene in blender ot whatever and export it to Octane without the must, to convert all lights as geometry.


face

Re: WIP "Next-Gen" blender unofficial exporter

Posted: Sun Feb 27, 2011 4:33 pm
by yoyoz
face wrote:With buckets i mean, that you image have an dimension of e.g. 4096x4096 pixel.
Then you can check an option like 2x2 buckets and the plugin will render 4x 2048x2048px so that the resolution after connecting the images is 4096x4096.
Maybe usefull if you can´t render higher resolution because of a vram limit.

To area lights. Maybe if you have an existing scene with 20 arealight.
You then don´t need to convert all lights as geometry, the plugin will do that.
Or you can use the lights to preview the scene in blender ot whatever and export it to Octane without the must, to convert all lights as geometry.
I though the maths for doing buckets should be trivial by shifting +/- 0.5 on each axis for a 2x2 render, but it seems it doesn't work this way. Any clue about the logics behind?

Regarding arealights, I'll look at the opportunity to add a button for that, because it should be done only once. Adding geometry to blender from scripts seems quite well documented so I'll play around when I've time.

In the meantime, here's another quick (and very dirty) anim showing animation of materials, with blinking emitter, animated opacity, material type change and IOR animation... North offset and turbity from Preview Environment are also animated here.

The script is ready despite a small bug that sets the wrong power entry when using environment map... However, it needs some more tests. Any volunteer around? (it requires latest svn of blender and may lead to data loss - you're warned!)

[vimeo]http://www.vimeo.com/20433188[/vimeo]

Re: WIP "Next-Gen" blender unofficial exporter

Posted: Sun Feb 27, 2011 4:52 pm
by tungerz
yoyoz
The script is ready despite a small bug that sets the wrong power entry when using environment map... However, it needs some more tests. Any volunteer around? (it requires latest svn of blender and may lead to data loss - you're warned!)
I'm in, I was born a lab rat (not sure what they meant bye test tube baby though :roll:)
tungerz[at]gmail[dot]com
Thanks for all of your work my friend :)

Cheers,

Tungerz

Re: WIP "Next-Gen" blender unofficial exporter

Posted: Sun Feb 27, 2011 5:00 pm
by yoyoz
tungerz wrote:I'm in, I was born a lab rat (not sure what they meant bye test tube baby though :roll:)
Welcome to the party! The exporter is in your inbox, and as mentioned in my email I'll be on freenode in #octanerender if you have questions.

Have fun!

[EDIT] the power bug is fixed in the version I sent you.