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Re: OctaneRender 3 for Modo [TEST and STABLE]

PostPosted: Wed Nov 08, 2017 1:57 am
by MrFurious
Thanks Paul, I updated the sample scene sorry there was a problem with the last one as well.

With your screenshot and testing please ignore the openGL viewport as this is glitchy with camera projection. Instead compare the Modo preview render with the Octane viewport ie:

proj mapping.jpg


The octane viewport on the right has a -2mm camera offset.

Is it possible to add this to the next plugin release, really much needed for ArchViz renders.

Cheers,
Dino.

projection mapping_3.zip
(3.78 MiB) Downloaded 200 times

Re: OctaneRender 3 for Modo [TEST and STABLE]

PostPosted: Fri Nov 10, 2017 12:08 am
by MrFurious
Hi Paul I'm having trouble with 'Border Mode' in Texture Images in the node editor. When I first load the scene it will default to 'wrap around'. Once I select 'clamp' in the floatimage texture node, it appears as it should. Any update to the Octane IPR will revert it back to 'wrap around'.

border mode wrap around.png


border mode clamp.png


Sample scene attached.

Cheers,
Dino.

Border Mode.zip
(2.42 MiB) Downloaded 184 times

Re: OctaneRender 3 for Modo [TEST and STABLE]

PostPosted: Tue Nov 14, 2017 1:08 am
by face_off
Hi Dino

Hi Paul I'm having trouble with 'Border Mode' in Texture Images in the node editor. When I first load the scene it will default to 'wrap around'. Once I select 'clamp' in the floatimage texture node, it appears as it should. Any update to the Octane IPR will revert it back to 'wrap around'.
The Border Mode is being set from the Texture Locator Horizontal and Vertical Repeat. In theory, the Octane Image Border Mode combobox should be ignored in this instance, however the "listener" is picking up that it's being changed, so I will fix this so these changes do not get through to the Octane scene.

Paul

Re: OctaneRender 3 for Modo [TEST and STABLE]

PostPosted: Tue Nov 14, 2017 3:14 am
by MrFurious
Thanks Paul, so the Octane Image Border Mode only works with octane projection nodes. Rather than disable the Texture locater horizontal and vertical repeat modes would it be difficult to make that connection to the Octane Image Border mode?

Also did you see my last post about camera projection mapping?

Cheers,
Dino.

Re: OctaneRender 3 for Modo [TEST and STABLE]

PostPosted: Tue Nov 14, 2017 4:08 am
by face_off
Thanks Paul, so the Octane Image Border Mode only works with octane projection nodes. Rather than disable the Texture locater horizontal and vertical repeat modes would it be difficult to make that connection to the Octane Image Border mode?
I agree this is a confusing implementation. It would be better if the Texture Locator also plugged into the Border Mode pin, so it was more obvious what was driving the Border Mode value in Octane. I will investigate this further.

Also did you see my last post about camera projection mapping?
Thanks to some analysis work by Funk, the next release of the plugin will apply the Modo Camera Film Offset to Front Projections.

Paul

Re: OctaneRender 3 for Modo [TEST and STABLE]

PostPosted: Tue Nov 14, 2017 4:35 am
by MrFurious
Awesome, and awesome.. Look forward to the next release.

Re: OctaneRender 3 for Modo [TEST and STABLE]

PostPosted: Fri Nov 17, 2017 4:38 pm
by pixteur
So looking forward to proper Modo Camera Film Offset to Front Projection support.

I've just prepped 4 complex scenes with 5 different cameras per scene and in the 11h learned that the projections don't currently follow the Modo Camera Film Offset. Basically I have to ditch Octane completely at this point and rebuild my shaders in MODO renderer.

Any news when this next version will be out? possible to push out a patch with just this feature to save me?

Re: OctaneRender 3 for Modo [TEST and STABLE]

PostPosted: Mon Nov 20, 2017 12:22 pm
by face_off
Any news when this next version will be out? possible to push out a patch with just this feature to save me?
I will post a WIP 3.08 build of the plugin in the next 24hrs, which should resolve your issue.

Paul

Re: OctaneRender 3 for Modo [TEST and STABLE]

PostPosted: Mon Nov 20, 2017 1:49 pm
by pixteur
face_off wrote:I will post a WIP 3.08 build of the plugin in the next 24hrs, which should resolve your issue.
Paul


Awesome that will be a huge help. Really looking forward to that.

I noticed a second, different issue with projections. If I project an image with say Camera B and then render the scene with Camera A, camera projections currently only seem to respect the render camera. That means that the projected image will use Camera A instead of Camera B. In MODO internal this sort of thing works fine. Wondering if it would be possible to have in Octane. Not as big of an issue as the Film offset problem.

thanks

Re: OctaneRender 3 for Modo [TEST and STABLE]

PostPosted: Tue Nov 21, 2017 4:05 am
by face_off
I will post a WIP 3.08 build of the plugin in the next 24hrs, which should resolve your issue.
I am really sorry - but I have found some issues with the modo plugin and Octane 3.08 TEST 4 which are shop-stoppers, so I won't me able to release a test version today.

I noticed a second, different issue with projections. If I project an image with say Camera B and then render the scene with Camera A, camera projections currently only seem to respect the render camera. That means that the projected image will use Camera A instead of Camera B. In MODO internal this sort of thing works fine.
This may be possible. I will investigate.

Paul