OctaneRender 3 for Modo [OBSOLETE]

Forums: OctaneRender 3 for Modo [OBSOLETE]
Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

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Re: OctaneRender 3 for Modo [TEST and STABLE]

Postby pixteur » Tue Nov 21, 2017 4:09 am

pixteur Tue Nov 21, 2017 4:09 am
face_off wrote: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.


Yikes thanks for the heads up and the hard work. Do you think it will be out this week?
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Re: OctaneRender 3 for Modo [TEST and STABLE]

Postby face_off » Tue Nov 21, 2017 4:24 am

face_off Tue Nov 21, 2017 4:24 am
Do you think it will be out this week?
I really don'[t know - sorry. My guess is that Otoy will release the API once they have all the know issues resolved, and I will get the Modo build out a day or so after that.

Paul
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Pls read before submitting a support question
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Re: OctaneRender 3 for Modo [TEST and STABLE]

Postby pixteur » Tue Nov 21, 2017 4:36 am

pixteur Tue Nov 21, 2017 4:36 am
face_off wrote:
Do you think it will be out this week?
I really don'[t know - sorry. My guess is that Otoy will release the API once they have all the know issues resolved, and I will get the Modo build out a day or so after that.

Paul



Ok well I guess I'll have to use a different renderer and rebuild my scene cause I can't deliver without these projections.
Will keep my eye open for the fix. thanks
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Re: OctaneRender 3 for Modo [TEST and STABLE]

Postby MrFurious » Tue Nov 21, 2017 6:51 am

MrFurious Tue Nov 21, 2017 6:51 am
pixteur wrote:
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



I've noticed the same thing, I would add to that by saying Octane seems to lock the camera projection to the camera with index zero. So regardless which camera is set to 'render camera', or which projection camera is selected, it will always project to camera ID zero.
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Octane build 4.04.0.145
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Re: OctaneRender 3 for Modo [TEST and STABLE]

Postby face_off » Wed Dec 06, 2017 10:34 pm

face_off Wed Dec 06, 2017 10:34 pm
I have added a TEST build to the top of this thread, with:

3.08.0.126
- Compiled with Octane 3.08 TEST 6
- Nodes created in the Octane scene from Octane Overrides are now de-duplicated, meaning there will be a single Octane node created for each Modo schematic node. Users may see a slightly quicker render speed from this change.
- Fixed the Modo Light "Transparent Emission" property, which was not showing in the previous release
- Added Toon and Metallic Materials to the Octane Override Schematic
- Added Toon Ramp, Toon Point Light and Toon Directional Light nodes to the Octane Override Schematic
- Added BRDF Model, Anisotropy and Rotation to Glossy and Specular Materials
- The Modo Camera Film Offset X & Y channels are now applied to Front Projection textures
- Replaced the Gradient Smooth channel with Interpolation (to match Octane Standalone)
- Fixed bug where rendering animations and the octane.saveAnimation commands were not exporting replicators with Group as the prototype
- When rendering with the Front Projection for a Texture Locator, the Texture Camera (rather than the Render Camera) is now used to position the image
- Added Convert To Metallic button on the Octane Override schematic button panel
- Modo glossy materials now convert the Octane Glossy materials with a BRDF set to GGX, and the roughness values convert accordingly so that Octane and Modo match
- Added Custom LUT filename and strength to the Imager tab
- Added OSL Texture node

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
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Re: OctaneRender 3 for Modo [TEST and STABLE]

Postby TStudio » Thu Dec 07, 2017 9:10 am

TStudio Thu Dec 07, 2017 9:10 am
Hi Paul.
Thank you for the new plugin., I have test it,,, and I have found bug.
Octane can`t add Octane overide to every part of my mesh. See renders and provided scene.
Modo 902_SP3 (108604), octane plugin: 3.08.0.126.- Compiled with Octane 3.08 TEST 6.

Octane Error log:
tarted logging on 07.12.17 09:05:17

OctaneRender 3.08 TEST 6 (3080007)

Tried to access null node
Can't connect node 'Shaderball' (NT_MAT_GLOSSY, 00000001253F2BC0) to static pin 'input' (P_INPUT, type PT_MATERIAL) of node 'Material out' (NT_OUT_MATERIAL, 00000001253F7060)
Tried to access null node
Can't connect node 'Shaderball' (NT_MAT_METAL, 000000012554B460) to static pin 'input' (P_INPUT, type PT_MATERIAL) of node 'Material out' (NT_OUT_MATERIAL, 000000012554B7C0)


ggx.png
good version.png


Scene files:
https://www.dropbox.com/s/qioh7ejcd1gz3sd/Octane_metalic_bug.zip?dl=0
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Re: OctaneRender 3 for Modo [TEST and STABLE]

Postby pixteur » Thu Dec 07, 2017 10:03 am

pixteur Thu Dec 07, 2017 10:03 am
I can confirm that shader ball bug happens on MODO 11.2 This is a big one.

I can also confirm that the two camera projection bugs now work properly. Thanks for that!
Edit - Looks like a camera projected texture (if the camera has film offsets) will render wrong.
Last edited by pixteur on Thu Dec 07, 2017 4:10 pm, edited 1 time in total.
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Re: OctaneRender 3 for Modo [TEST and STABLE]

Postby pixteur » Thu Dec 07, 2017 4:09 pm

pixteur Thu Dec 07, 2017 4:09 pm
Looks like the film offset is being calculated twice or that something is reversed in the projected texture in the wall and ceiling plane.

If I have a camera with a film offset and it is the render camera as well as a projection camera (to project a texture on a plane)
I have the octane camera settings set to use modo film offsets
Basically the film offset seems to be shifted as if the math behind it was reversed.

Screenshot 2017-12-07 16.56.44.jpg


render with camera offsets.
Screenshot 2017-12-07 17.05.06.jpg
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Re: OctaneRender 3 for Modo [TEST and STABLE]

Postby pixteur » Fri Dec 08, 2017 12:36 pm

pixteur Fri Dec 08, 2017 12:36 pm
Found a hacky workaround that makes me think the behind the scenes math is reversed.

IF... I have a render camera that is also a projection camera with a film offset of:
X 700um
Y -1.3mm

I then duplicate the camera and use the duplicate camera only as the projection camera and then change the film offset to :
X 1.4mm
Y -2.6mm
Then the projection renders almost correctly in octane, it's only slightly off. In the modo viewport it looks wrong.


Can you please take a look at this? These projection bugs have put me a month behind on a big job.
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Re: OctaneRender 3 for Modo [TEST and STABLE]

Postby Hesekiel2517 » Fri Dec 08, 2017 12:40 pm

Hesekiel2517 Fri Dec 08, 2017 12:40 pm
Thank you for the new Release!!

I wanted to try the new toon shading. But i could not find the Toonlights. What do i have to do to get them?

Thanks in advance!
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