Page 1 of 73

OctaneRender for Modo 3.03.3 [STABLE]

PostPosted: Thu Sep 25, 2014 11:50 pm
by face_off
This is the recommended thread for downloading, and posting any questions, suggestions or support queries for OctaneRender for Modo - STABLE RELEASE.

Modo Version
Windows : Modo701 SR4 or later, Modo801 or Modo 901 on Window Vista, 7, 8 or 10 64bit
OSX : Modo801 or Modo901 on Macintosh OS X 64bit Lion, Mavericks, Yosemite and El Capitan
Linux : Modo801 or Modo901 on 64bit Linux

Nvidia Driver Version
Windows/Linux : Nvidia drivers 353.x or later.
OSX : CUDA Driver Version: 7.5 or later

Network Rendering
For Network Rendering, you must use the Octane slave release 3.03.3.

If you have a support issue, pls provide the following information:
- Operating System (ie. Win XP, Vista, 7, 8)
- 32 or 64 bit
- Amount of RAM
- Graphics Card(s) - model (ie. GTX 580, 3GB)
- Nvidia driver version
- Modo version and SR number
- OctaneRender for Modo version (ie. 2.0.10.16)
- List what other plugins you have installed for Modo
- The most important part of resolving a problem is me being able to re-produce that problem. So pls provide as much detail as possible in order for me to do this, and if the problem is specific to the scene, send me the scene.

For more information...
- Read the on-line manual
- Watch the "Getting Started" video http://vimeo.com/87048593
- Watch the "OctaneRender for Modo - Octane 2.20 & 2.21 updated features" video https://vimeo.com/119302514
- Watch the "Using Multiple UV Maps in OctaneRender for Modo" video https://www.youtube.com/watch?v=rvuFI3okFwA
- Watch the "Using Modo Material properties in Octane Overrides" video https://www.youtube.com/watch?v=fN9H_x_pDpQ
- Watch the "OctaneRender for Modo UDIM Support" video https://www.youtube.com/watch?v=8P7FGElafRA
- Read the FAQ
- Read the Troubleshooting guide
- Post your question on this forum thread

Limitations
Refer to the on-line manual

Download Links
Download the plugin from the following links:

Windows
- OctaneRender for Modo 3.3.3.112 (Modo701 & Modo801)
- OctaneRender for Modo 3.3.3.112 (Modo 901, Modo902 & Modo10.0)

OSX
- OctaneRender for Modo 3.3.3.112 (Modo801)
- OctaneRender for Modo 3.3.3.112 (Modo 901, Modo902 & Modo10.0)

Linux
- OctaneRender for Modo 3.3.3.112 (Modo801)
- OctaneRender for Modo 3.3.3.112 (Modo 901, Modo902 & Modo10.0)

The previous stable version can be downloaded from:

Windows
- OctaneRender for Modo 3.2.0.110 (Modo701 & Modo801)
- OctaneRender for Modo 3.2.0.110 (Modo 901, Modo902 & Modo10.0)

OSX
- OctaneRender for Modo 3.2.0.109 (Modo801)
- OctaneRender for Modo 3.2.0.109 (Modo 901, Modo902 & Modo10.0)

Linux
- A Linux build with Octane 3.02 is not yet possible due to an issue with the Octane API.

Release Notes
Refer to the TEST release thread for release notes.

Paul

Re: OctaneRender for Modo (Windows) 2.10 [TEST]

PostPosted: Fri Sep 26, 2014 4:47 am
by funk
Awesome! Thanks Paul

I found some interesting results after testing:

On simple scenes 2.10 renders more Msamples per second. Enabling coherent also boosts speed. Quite nice.

On a more complex scene I actually get less Msamples per second, BUT if I compare images from 2.06 to 2.10 that have rendered for the same amount of time (or samples), 2.10 is cleaner. So the sampling has improved and you get a cleaner result in LESS time. In other words 2.10 is faster (don't just look at the MSamples per second!)

Re: OctaneRender for Modo (Windows) 2.10 [TEST]

PostPosted: Fri Sep 26, 2014 4:53 am
by funk
I'm also happy to report that I no longer get any stutters when navigating scenes while the setup window is open.

It looks like putting all the icons into 1 image solved this.

Thanks Paul :)

Re: OctaneRender for Modo (Windows) 2.10 [TEST]

PostPosted: Fri Sep 26, 2014 12:23 pm
by Dmi3ryd
I've done test render with new plugin version.

Re: OctaneRender for Modo (Windows) 2.10 [TEST]

PostPosted: Fri Sep 26, 2014 2:10 pm
by raybender
this version feels so much more fluent.. great stuff!

Re: OctaneRender for Modo (Windows) 2.10 [TEST]

PostPosted: Fri Sep 26, 2014 3:50 pm
by Rafael-Vallaperde
Oh man, i'm so happy.Thank you so much.

Paul, when saving multiple passes at one is enabled in the future is it going to save a milti layered EXR with them or separated files? the option to do both ways would be aweome!!!

Multiple files would be wicked for my gigantic renders and milti layers great for animations ;)

Cheers!

Re: OctaneRender for Modo (Windows) 2.10 [TEST]

PostPosted: Fri Sep 26, 2014 9:19 pm
by face_off
Paul, when saving multiple passes at one is enabled in the future is it going to save a milti layered EXR with them or separated files? the option to do both ways would be aweome!!!
I will look into this. Exporting to a single file (multiple layers) is easier to implement than separate files - but both should be possible. Standalone might also offer a script to do this too at some point.

Paul

Re: OctaneRender for Modo (Windows) 2.10 [TEST]

PostPosted: Fri Oct 10, 2014 5:26 pm
by v1adut
Hi Paul,

Vlad is back here with a "deep question", yes you guess it, about displacement.

In modo in the texture parameters, you can see that I can tell modo to use the low value from the texture and tell the rendered how deep it goes inside the base mesh, and the high value to tell the render how high it has to be.

For example, when I do a sculpt in zBrush, there is a mid point value, and a max distance 0.03 witch in modo translate to -3 % for the low value and 3% for the high value.

I want to know if octane does use the same methology, because I saw it bulges out, and I not seen any deep inside the object value.

Can we use the modo aproach to specify the mid point, and the delta scale. ?

Cheers Paul,
Vlad

Re: OctaneRender for Modo (Windows) 2.10 [TEST]

PostPosted: Fri Oct 10, 2014 10:17 pm
by face_off
Hi Vlad - there is no image map "High Value" and "Low Value" equivalent for displacement in Octane (ie. you cannot use a Clamp for a displacement map - for Octane displacement the raw image file values are used).

For example, when I do a sculpt in zBrush, there is a mid point value, and a max distance 0.03 witch in modo translate to -3 % for the low value and 3% for the high value.

I want to know if octane does use the same methology, because I saw it bulges out, and I not seen any deep inside the object value.
There has been a discussion on this regarding Octane Standalone and I recall the conclusion was that for ZBrush you need to put the Displacement node "Shift" to negative half the value of the Amount (ie. if Amount is 0.004, set Shift to -0.002). You will need to add an Octane Override for the Modo Material to do this. This will offset the "grey-based" ZBrush displacement map.

Paul

Re: OctaneRender for Modo (Windows) 2.11.1 [TEST]

PostPosted: Mon Oct 13, 2014 4:15 am
by face_off
I have refreshed the installers at the top of this thread with:

2.11.1.31
- Compiled against Octane 2.11.1
- The render statistics in the Setup form now show the statistics for the current pass being viewed
- Fixed Octane error popping during rendering animations
- Fixed bug where if "Load All Frames Into Octane" unticked, mesh items with "Live Geometry Update" unticked would not be animated when rendering an animation
- Added Highlight Compression to the Imager settings (see Standalone release notes for details)
- Changes to render passes as per Octane Standalone
- Added additional Color Correction node pins (see Standalone release notes for details)
- Added new Noise texture node (see Standalone release notes for details)
- Added additional kernel pin Static Noise (see Standalone release notes for details)

Paul