Moderator: face_off
Sorry Dino - I have been sidetracked with new release stuff. I will try to get to this by the end of the week.Hey Paul any news on these. I uploaded the scene you requested.
Thanks for providing the scene Dino. Unfortunately the nature of the code the iterates through all the nodes in the Schematic means that channels from the Camera node plugged into other channels on the Camera node will result in a render restart when you change an Imager node setting. In the specific case you provided - can't you simply disconnect the Modo Focus Distance from the Octane Focal Depth, and just tick the "Use Modo Focus Distance" property?MrFurious wrote:face_off wrote:Dino - I could not reproduce this issue. Can you please send me a simple scene which demonstrates it?Custom LUT --> Strength is forcing an IPR update when Camera Motion Blur is ticked
Paul
Thanks Paul really appreciate this.
Attached is my scene. I was troubleshooting this scene myself found something which might make your job a bit easier. In the node graph, there's a workspace called 'Focus & Clipping Distance' where I have;
- Octanes Focal Depth driving Modos' Focus Distance
- Modo Cameras' Target Distance driving the same cameras' Clipping Distance
If you disconnect all these pins, you can then change the Custom LUT Strength without Octane IPR reloading.
Hope this helps.
Cheers,
Dino.
This is fixed in the next release.MrFurious wrote:I found the issue with Light ID's not animating correctly. Object motion blur is interfering with animating Light Id's.
Open my attached scene file and render out the animation. The coloured lights activate in order from left to right. Once the render has stopped tick 'object motion blur' in the octane kernel-->animation tab. Render out again and notice the lights aren't turning on.
This is fixed in the next releaseClipping Distance
Similar to Film Offset / Motion Blur issue, 'Clipping Distance' behaves the same. Scrubbing this value updates fine in IPR, but add a couple keyframes and IPR doesn't update accordingly if motion blur is ticked.
Can you provide a sample scene demonstrating this issue please?Morph Influence
Strange behaviour with Morph Maps. IPR updates fine if you scrub the strength percentage slider under 'morph influence'. But if you add some keyframes in the timeline for morph percentages, IPR doesn't update. Scene reload is needed. Motion Blur ticked or unticked has no effect with this one.
Done in the next release.IPR Size Increment
This is a minor one & not so much of a bug but more of an annoyance, hopefully an easy fix. IPR size percentage is inconsistent ie; size zoom increments of 100%, 200%, 400%.
-- with the rendered image at 100% size, if IPR window frame is smaller than the rendered image (you are able to middle click pan around the image), scroll zooming works correctly and will zoom in 200%, 400%.
-- with the rendered image at 100% size, if IPR window frame is larger than the rendered image (you can see the black border), scroll zooming works a little odd.. the next zoom step will fill the frame (as it should) but the next zoom step will be 2x the last, not 200%. for example: 100%, next zoom step (fill frame) 103.63%, next zoom step 207.25% (not 200%), next zoom step 414.50% (not 400). May seem trivial but odd percentages display jaggy line artificts I'd rather not be there. IMO it's much cleaner result when zoom steps are multiples of 100.
Can you provide a sample scene demonstrating this issue please?Morph Influence
Strange behaviour with Morph Maps. IPR updates fine if you scrub the strength percentage slider under 'morph influence'. But if you add some keyframes in the timeline for morph percentages, IPR doesn't update. Scene reload is needed. Motion Blur ticked or unticked has no effect with this one.
Thanks
Paul
face_off wrote: Thanks for providing the scene Dino. Unfortunately the nature of the code the iterates through all the nodes in the Schematic means that channels from the Camera node plugged into other channels on the Camera node will result in a render restart when you change an Imager node setting...
face_off wrote: Thanks for providing the scene Dino. Unfortunately the nature of the code the iterates through all the nodes in the Schematic means that channels from the Camera node plugged into other channels on the Camera node will result in a render restart when you change an Imager node setting. In the specific case you provided - can't you simply disconnect the Modo Focus Distance from the Octane Focal Depth, and just tick the "Use Modo Focus Distance" property?
The current 2019 and 2020 version of the plugin has a Property on the Mesh item called "Reload Mesh Each Frame", which if you tick, will reload the mesh when scrubbing the timeline. If will post an Octane 4 version of the plugin with this build for you.If you scrub through the timeline you can see the morph keys I've setup in the OpenGL viewport. But in Octane IPR the morph target doesn't update when scrubbing through the timeline. IPR needs to be reloaded to show it.
Yes, I am certain - sorry. The "Change detection" code is being enhanced to pick up more and more things, but a byproduct of that is that sometimes it picks up a false-positive, which is what is happening in this case.Are you sure about this? All imager node settings work fine except the one: Custom LUT Strength. Also this was working in an earlier release. I think it broke in 4.05.0.153
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