OctaneRender 3 for Modo [OBSOLETE]

Forums: OctaneRender 3 for Modo [OBSOLETE]
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Re: OctaneRender 3 for Modo [TEST and STABLE]

Postby face_off » Wed Jun 27, 2018 10:50 pm

face_off Wed Jun 27, 2018 10:50 pm
Hi Paul.. Its not C4d its Maya, I did some tests last year for you. You need to try for yourself to see the difference, try a scene with 4k and 8k images and about 7 million polys maybe.
You said last year that was problem with modo and to compare fbx export from modo and Maya. I did it too and it not a huge difference. My last tests I did with modo 3.08 and Maya 3.08.
Can you show me the results of the tests pls?

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Re: OctaneRender 3 for Modo [TEST and STABLE]

Postby face_off » Thu Jul 12, 2018 1:50 am

face_off Thu Jul 12, 2018 1:50 am
I have added a new TEST build at the top of this thread.

3.08.2.133
- Compiled with Octane 3.08.2. See viewtopic.php?f=24&t=68091 for details
- Added Cast Shadows support for Toon lights
- Fixed live updating issues when using the render cache
- Removed the Cuda Devices list, and replaced with the Octane Standalone Devices panel

I will be on leave for the next 2 weeks, so may not be able to respond to issues until my return.

Thanks

Paul
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Re: OctaneRender 3 for Modo [TEST and STABLE]

Postby face_off » Fri Sep 14, 2018 11:17 pm

face_off Fri Sep 14, 2018 11:17 pm
I have added an Octane 4 test build at the top of this thread.

4.00.0.134
- First test release built with Octane 4
- Compiled with Octane 4.00 RC4
- Added Denoiser options in the Imager settings
- Added Denoised Beauty pass to the Select Viewport Render Pass selection combobox
- Added Kernel AI Light options
- Added RenderPasses Denoiser passes
- Added Cast Shadows support for Toon lights
- Added Use For Denoising to the CUDA options
- Added Keep Instance Power to the Black Body and Texture Emission nodes
- Light Pass Mask is not implemented in the Kernel or Object Layer nodes
- The Image Tiles (UDIM) node is not yet implemented
- Added Direct and Indirect render pass Lighting Passes
- Changed the way changes are passed to Octane so that if a render is paused but the render is complete, the pause state will be retained if you change the camera or any other part of the scene
- Changed the way Render Region works. It now persists if the render is restarted, a new scene is loaded, or other pickers are selected. Rightclick the Viewport to cancel the Render Region

Paul
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Re: OctaneRender 3 for Modo [TEST and STABLE]

Postby funk » Sat Sep 15, 2018 1:48 am

funk Sat Sep 15, 2018 1:48 am
Thanks Paul
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Re: OctaneRender 3 for Modo [TEST and STABLE]

Postby MrFurious » Sat Sep 15, 2018 4:00 am

MrFurious Sat Sep 15, 2018 4:00 am
Thanks Paul look forward to checking this out.
Dino Inglese
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Melbourne Australia


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Octane build 4.04.0.145
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Re: OctaneRender 3 for Modo [TEST and STABLE]

Postby tripledistilled » Sat Sep 15, 2018 2:37 pm

tripledistilled Sat Sep 15, 2018 2:37 pm
face_off wrote:I have added an Octane 4 test build at the top of this thread.

It is likely already on the list, but would it be possible to default to using the Universal material rather than Glossy, when overriding Modo's principled shader? Metallic texture maps could then be assigned etc.

I would assume this might also make sense when using the Unity, Unreal, glTF shaders (plus Substance integration).
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Re: OctaneRender 3 for Modo [TEST and STABLE]

Postby Greggers » Sat Sep 15, 2018 4:42 pm

Greggers Sat Sep 15, 2018 4:42 pm
Thanks for the efforts Paul,

When will the Mac build be ready to look at?
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Re: OctaneRender 3 for Modo [TEST and STABLE]

Postby face_off » Sat Sep 15, 2018 9:46 pm

face_off Sat Sep 15, 2018 9:46 pm
It is likely already on the list, but would it be possible to default to using the Universal material rather than Glossy, when overriding Modo's principled shader? Metallic texture maps could then be assigned etc.

I would assume this might also make sense when using the Unity, Unreal, glTF shaders (plus Substance integration).
This is doable, although the Universal shader is a little large in the Schematic for my liking. It could potentially be an option in the settings. At the moment there is a Convert to Universal button, so it's only 2 button clicks you would be saving.

When will the Mac build be ready to look at?
I have the OSX version working, so it should be available in the next few days.

Paul
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Re: OctaneRender 3 for Modo [TEST and STABLE]

Postby tripledistilled » Sat Sep 15, 2018 11:11 pm

tripledistilled Sat Sep 15, 2018 11:11 pm
face_off wrote:This is doable, although the Universal shader is a little large in the Schematic for my liking. It could potentially be an option in the settings. At the moment there is a Convert to Universal button, so it's only 2 button clicks you would be saving.

I'd be happy with an option in settings. It would be a shame to lose a logical relationship mapping, just because Modo's interface is a bit kooky.

Alternatively, if I could click Convert to Universal and automatically have whatever was assigned to the Principled > Metallic effect picked up and assigned to the Metallic pin, that would be super handy instead?
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Re: OctaneRender 3 for Modo [TEST and STABLE]

Postby funk » Sun Sep 16, 2018 2:16 am

funk Sun Sep 16, 2018 2:16 am
face_off wrote:At the moment there is a Convert to Universal button, so it's only 2 button clicks you would be saving.


This is not true. The "convert to universal" button is not converting channels, so you have to re-enter the correct values again
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