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Re: OctaneRender 3 for Modo [TEST and STABLE]

PostPosted: Tue Apr 24, 2018 8:38 am
by face_off
I have updated the TEST build installers at the top of this thread with:

3.08.0.131
- Compiled with Octane 3.08

I expect these will become the next STABLE build unless there are issues found in the next few days.

Thanks

Paul

Re: OctaneRender 3 for Modo [TEST and STABLE]

PostPosted: Tue May 08, 2018 10:52 am
by face_off
I have updated the links at the top of this thread to migrated release 3.08.0.131 through to the current STABLE build.

Paul

Re: OctaneRender 3 for Modo [TEST and STABLE]

PostPosted: Thu May 17, 2018 1:51 pm
by Hesekiel2517
Thank you for the new Build!

Is it already possible to use the osl cameras in Modo? Thanks in advance

Re: OctaneRender 3 for Modo [TEST and STABLE]

PostPosted: Fri May 18, 2018 4:08 am
by face_off
I have updated the STABLE installers at the top of this thread with:

3.08.1.132
- Compiled with Octane 3.08.1
- Fixed crash when rendering a Front Projection with no camera assigned
- Fixed issue (introduced in 3.08.0.128) where Image map powers were being set to 0 when creating Octane Overrides
- Fixed crash on OSX when loading an OBJ file. This requires Modo12.1v1 or later

Thanks

Paul

Re: OctaneRender 3 for Modo [TEST and STABLE]

PostPosted: Fri May 18, 2018 4:08 am
by face_off
Is it already possible to use the osl cameras in Modo? Thanks in advance
This is not currently possible, but should be doable in the future.

Paul

Re: OctaneRender 3 for Modo [TEST and STABLE]

PostPosted: Fri May 18, 2018 10:18 am
by Hesekiel2517
Would it be possible to enhance the nodegraph function in modo to get Standalone Features into modo?

Now it is possible to build shaders with a nodegraph. But it would be even nicer if it wasn't limited to that.

Thanks in advance!

Re: OctaneRender 3 for Modo [TEST and STABLE]

PostPosted: Mon May 21, 2018 12:58 pm
by face_off
Would it be possible to enhance the nodegraph function in modo to get Standalone Features into modo?

Now it is possible to build shaders with a nodegraph. But it would be even nicer if it wasn't limited to that.
What specific features would you like pls?

Paul

Re: OctaneRender 3 for Modo [TEST and STABLE]

PostPosted: Tue Jun 26, 2018 2:45 pm
by Tharso
The big problem with octane for Modo is the mesh loading time, in octane for maya the loading time is about 2 to 4 times faster depending the scenes with a lot of high poly meshs.
Could this be improved?

Re: OctaneRender 3 for Modo [TEST and STABLE]

PostPosted: Wed Jun 27, 2018 5:36 am
by face_off
The big problem with octane for Modo is the mesh loading time, in octane for maya the loading time is about 2 to 4 times faster depending the scenes with a lot of high poly meshs.
Can you provide load time comparisons of the exact same scene in Modo and C4D pls?

Paul

Re: OctaneRender 3 for Modo [TEST and STABLE]

PostPosted: Wed Jun 27, 2018 4:31 pm
by Tharso
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.

Thanks