OctaneRender 2020 for Modo [OBSOLETE]

Forums: OctaneRender 2020 for Modo [OBSOLETE]
Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

Moderator: face_off

Re: OctaneRender 2020 for Modo [TEST and STABLE]

Postby JoGo23 » Wed May 19, 2021 3:39 pm

JoGo23 Wed May 19, 2021 3:39 pm
face_off wrote:
JoGo23 wrote:Hi Paul, Octane X PR11 is out but still no plugin for Modo. PR8 works well in Modo 14 but I'm eager to play with Modo 15 :-)
Hi - I am unable to get the Modo15 SDK to compile with the Octane plugin due to the upgrade to Qt5 that happened with Modo15. I have been emailing Foundry about it. Hopefully they come up with a solution soon.

Paul


Hi Paul, any news?
JoGo23
Licensed Customer
Licensed Customer
 
Posts: 48
Joined: Mon May 09, 2016 10:48 pm

Re: OctaneRender 2020 for Modo [TEST and STABLE]

Postby Hesekiel2517 » Thu May 20, 2021 8:59 pm

Hesekiel2517 Thu May 20, 2021 8:59 pm
Yes, it works now :)
Hesekiel2517
Licensed Customer
Licensed Customer
 
Posts: 449
Joined: Mon Nov 23, 2015 10:57 pm

Re: OctaneRender 2020 for Modo [TEST and STABLE]

Postby face_off » Mon May 24, 2021 11:42 am

face_off Mon May 24, 2021 11:42 am
JoGo23 wrote:
face_off wrote:
JoGo23 wrote:Hi Paul, Octane X PR11 is out but still no plugin for Modo. PR8 works well in Modo 14 but I'm eager to play with Modo 15 :-)
Hi - I am unable to get the Modo15 SDK to compile with the Octane plugin due to the upgrade to Qt5 that happened with Modo15. I have been emailing Foundry about it. Hopefully they come up with a solution soon.

Paul


Hi Paul, any news?
I have been able to do a STUDIO build, but the ENTERPRISE version is still not working. So if you have a STUDIO license, I can send you an installer.

Thanks

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
User avatar
face_off
Octane Plugin Developer
Octane Plugin Developer
 
Posts: 15471
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Re: OctaneRender 2020 for Modo [TEST and STABLE]

Postby JoGo23 » Tue May 25, 2021 12:46 am

JoGo23 Tue May 25, 2021 12:46 am
I have been able to do a STUDIO build, but the ENTERPRISE version is still not working. So if you have a STUDIO license, I can send you an installer.

Thanks

Paul

I have the ENTERPRISE license :(
JoGo23
Licensed Customer
Licensed Customer
 
Posts: 48
Joined: Mon May 09, 2016 10:48 pm

Re: OctaneRender 2020 for Modo [TEST and STABLE]

Postby Hesekiel2517 » Thu May 27, 2021 11:13 am

Hesekiel2517 Thu May 27, 2021 11:13 am
Octane_Menu.JPG


Hi Paul,
i just noticed that there are some duplicated buttons in the UI
Hesekiel2517
Licensed Customer
Licensed Customer
 
Posts: 449
Joined: Mon Nov 23, 2015 10:57 pm

Re: OctaneRender 2020 for Modo [TEST and STABLE]

Postby funk » Thu May 27, 2021 6:33 pm

funk Thu May 27, 2021 6:33 pm
Hesekiel2517 wrote:i just noticed that there are some duplicated buttons in the UI


Foundry broke form command filters in 15.0v3, so buttons are appearing that should be hidden
https://community.foundry.com/discuss/t ... 34#1221534
Win10 Pro/ Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
User avatar
funk
Licensed Customer
Licensed Customer
 
Posts: 1204
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Re: OctaneRender 2020 for Modo [TEST and STABLE]

Postby face_off » Fri Jun 11, 2021 4:44 am

face_off Fri Jun 11, 2021 4:44 am
I have posted an EXPERIMENTAL test release of the Octane 2021.1 version of the plugin at https://render.otoy.com/forum/viewtopic.php?f=34&t=77891&p=401672#p401672. Unless there are critical features released in future Octane 2020.2 releases, I am not planning another build of the Octane 2020.2 version of the plugin.

Thanks

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
User avatar
face_off
Octane Plugin Developer
Octane Plugin Developer
 
Posts: 15471
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Re: OctaneRender 2020 for Modo [TEST and STABLE]

Postby evan.musin » Fri Jun 11, 2021 2:33 pm

evan.musin Fri Jun 11, 2021 2:33 pm
MODO 15.0v3
OctaneRender Enterprise 2020.2.3 (10021500)
Windows 10 Pro for Workstations build 19041.1052
128GB of RAM
Nvidia GeForce RTX 2080 Ti
Nvidia Studio Driver 462.59

Hello! Got a couple questions,

1. Maybe I'm using it wrong, but I cannot get vertex maps to work correctly when using nested dielectrics. When it's unchecked the vertex maps work correctly. We work on a lot of bottles and I was trying to fake the liquid color by mixing separate colors mapped to the bottom and middle of the liquid using a greyscale vertex map and a mix material to get sort of a gradient effect. When nested dielectrics is checked, it only uses one of the colors being mixed, the other is ignored. When nested dielectrics is off the gradient shows up just fine. Any ideas?

2. Does anyone else have issues with displacements working correctly? Again, working a bottles a lot, we use a lot of displacement maps to create emboss effects on the outer thickness of glass. We were using displacement maps as 8bit TIFFs with 50% grey as the mid level (set to 0.5 in the texture displacement node) and then embossing or debossing with white and black respectfully. This did not work a good 95% of the time and would still move the mid-level polygons and create tons of render issues.

I saw a post from a while back that mentioned to try 32bit EXR files as displacements and try to make your UVs as large as possible in the tile. I've been doing this for the past month or so, but it still only works maybe 10% of the time, it's VERY hit or miss. Is there some proper technique I'm missing to get displacement embosses/debosses to work correctly? Maybe it's just MODO? I've never had luck with MODO displacements (not Octane) working either. It doesn't seem to matter if the background is 50% grey, it will still move the mid-level a bit anyway. What can I do to hold that mid-level value, it absolutely NEEDS to stay in the same spot to work with glass bottles as the glass thickness is so close together.

Also, why on earth does the size of the UVs that are in the 50% gray area of a displacement matter? Shouldn't 50% grey mean "don't move" no matter how big the UVs are in it? This has been tested in Cinema4D as well and works fine in that software.

Any help would be greatly appreciated! Thanks in advance
evan.musin
Licensed Customer
Licensed Customer
 
Posts: 6
Joined: Tue Apr 06, 2021 6:23 pm

Re: OctaneRender 2020 for Modo [TEST and STABLE]

Postby face_off » Fri Jun 11, 2021 9:33 pm

face_off Fri Jun 11, 2021 9:33 pm
evan.musin wrote:MODO 15.0v3
OctaneRender Enterprise 2020.2.3 (10021500)
Windows 10 Pro for Workstations build 19041.1052
128GB of RAM
Nvidia GeForce RTX 2080 Ti
Nvidia Studio Driver 462.59

Hello! Got a couple questions,

1. Maybe I'm using it wrong, but I cannot get vertex maps to work correctly when using nested dielectrics. When it's unchecked the vertex maps work correctly. We work on a lot of bottles and I was trying to fake the liquid color by mixing separate colors mapped to the bottom and middle of the liquid using a greyscale vertex map and a mix material to get sort of a gradient effect. When nested dielectrics is checked, it only uses one of the colors being mixed, the other is ignored. When nested dielectrics is off the gradient shows up just fine. Any ideas?

2. Does anyone else have issues with displacements working correctly? Again, working a bottles a lot, we use a lot of displacement maps to create emboss effects on the outer thickness of glass. We were using displacement maps as 8bit TIFFs with 50% grey as the mid level (set to 0.5 in the texture displacement node) and then embossing or debossing with white and black respectfully. This did not work a good 95% of the time and would still move the mid-level polygons and create tons of render issues.

I saw a post from a while back that mentioned to try 32bit EXR files as displacements and try to make your UVs as large as possible in the tile. I've been doing this for the past month or so, but it still only works maybe 10% of the time, it's VERY hit or miss. Is there some proper technique I'm missing to get displacement embosses/debosses to work correctly? Maybe it's just MODO? I've never had luck with MODO displacements (not Octane) working either. It doesn't seem to matter if the background is 50% grey, it will still move the mid-level a bit anyway. What can I do to hold that mid-level value, it absolutely NEEDS to stay in the same spot to work with glass bottles as the glass thickness is so close together.

Also, why on earth does the size of the UVs that are in the 50% gray area of a displacement matter? Shouldn't 50% grey mean "don't move" no matter how big the UVs are in it? This has been tested in Cinema4D as well and works fine in that software.

Any help would be greatly appreciated! Thanks in advance
Hi - these appear to be general Octane questions. May I suggest posting them in the Octane Standalone 2020.2.3 release thread, and include an ORBX which illustrates the issues, and the OTOY support techs can then response.

Thanks

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
User avatar
face_off
Octane Plugin Developer
Octane Plugin Developer
 
Posts: 15471
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Re: OctaneRender 2020 for Modo [TEST and STABLE]

Postby Hesekiel2517 » Mon Jun 14, 2021 9:21 am

Hesekiel2517 Mon Jun 14, 2021 9:21 am
Hey Paul,

Modo 15 won't start anymore, if the Plugin (V171) is active. I already deleted config files, and reinstalled the plugin. Is there a quick fix to this?

Modo_Does_Not_Start.JPG


Edit V172 does work, but as it's a beta i would prefer to work with 171
Hesekiel2517
Licensed Customer
Licensed Customer
 
Posts: 449
Joined: Mon Nov 23, 2015 10:57 pm
PreviousNext

Return to Foundry Modo


Who is online

Users browsing this forum: No registered users and 11 guests

Fri Mar 29, 2024 6:26 am [ UTC ]