modo > Octane / Export Script v1.03

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modo > Octane / Export Script v1.03

Postby stenson » Fri Jul 16, 2010 3:38 pm

stenson Fri Jul 16, 2010 3:38 pm
New version up!

Features and Bug Fixes:
-The the script gave octane the aperture as the diameter, it should give the radius, now fixed.
-Warning system for rendering animation (if no OCS is found), instead of crash.
-New nice pdf with instruction on how to use and install.

cheers
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Re: modo > Octane / Export Script v1.03

Postby Tugpsx » Fri Jul 16, 2010 3:57 pm

Tugpsx Fri Jul 16, 2010 3:57 pm
Thanks this will come in handy.
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Re: modo > Octane / Export Script v1.03

Postby archigrafix » Fri Jul 16, 2010 8:05 pm

archigrafix Fri Jul 16, 2010 8:05 pm
thanx!
will give it a try ASAP.
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Re: modo > Octane / Export Script v1.03

Postby timbarnes » Fri Jul 16, 2010 10:51 pm

timbarnes Fri Jul 16, 2010 10:51 pm
Thanks for keeping at it...

I'm finding cases where the .obj is not clean enough to load into Octane successfully, but if I open it in Accutrans 3D and then save it out, the saved file opens OK. I think it may have to do with ngons or stray vertices, because Accutrans complains, but doesn't crash.

Do you have any control of the .obj you're writing out? I guess I may need to run a mesh cleanup script before I run the Octane plugin?

It would be nice to avoid these extra steps with texture gathering etc.

The .obj file is over 100Mb: do you want to see it (or the modo file, which is over 60Mb, I think). By the way, I'm using modo 401 SP5 64 bit on Windows 7 Pro.

Regards,
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Re: modo > Octane / Export Script v1.03

Postby stenson » Fri Jul 16, 2010 11:27 pm

stenson Fri Jul 16, 2010 11:27 pm
Yea. Sometimes I also get crashes related to the geometry. But that's easy to fix, just triple your mesh before export. Or go into the info and stat list of modo and select the ngones and try to just triple them. Or even better try fixing them to a nice poly flow thru your mesh.

This should fix the problem with octane crashing.
Let me know!
And thx for testing and debugging!
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Re: modo > Octane / Export Script v1.03

Postby El Burritoh » Sat Jul 17, 2010 9:45 pm

El Burritoh Sat Jul 17, 2010 9:45 pm
The camera animation seems to work very well! Success!

Here's a quick 170-frame animation showing some animation on a camera's position, field of view, f-stop, and focus distance.


Now for some reason, even though my material in modo is set to all diffuse and no spec or reflection, the default material on the Octane side seems to be slightly reflective. For this reason, the rendered animation was done at low quality (32) rather than medium (256), to save some time.

So it works great! It's just a shame we have no control over more Octane settings on the modo side. Not much you can do about that though.
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Re: modo > Octane / Export Script v1.03

Postby stenson » Sat Jul 17, 2010 10:17 pm

stenson Sat Jul 17, 2010 10:17 pm
El Burritoh wrote:The camera animation seems to work very well! Success!

Here's a quick 170-frame animation showing some animation on a camera's position, field of view, f-stop, and focus distance.


Now for some reason, even though my material in modo is set to all diffuse and no spec or reflection, the default material on the Octane side seems to be slightly reflective. For this reason, the rendered animation was done at low quality (32) rather than medium (256), to save some time.

So it works great! It's just a shame we have no control over more Octane settings on the modo side. Not much you can do about that though.


sweet, nice test! looks like the animations getting over just perfect.

regarding that you get reflective material in nuke, i think there's a setting in which material (dif, spec or glossy) you want the materials from the obj to come in with. i also think that default is glossy, so that explains your result.

cheers and really thanks for charing the test!!!
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Re: modo > Octane / Export Script v1.03

Postby stenson » Sun Jul 18, 2010 10:20 am

stenson Sun Jul 18, 2010 10:20 am
just found a bug. if you have more then ONE scene open the script will give you the wrong camera settings.
stay tuned though this will be fixed in 1.04

cheers
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