OctaneRender 2019 for Modo [OBSOLETE]

Forums: OctaneRender 2019 for Modo [OBSOLETE]
Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

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Re: OctaneRender 2019 for Modo [TEST and STABLE]

Postby face_off » Sat Jan 04, 2020 3:52 am

face_off Sat Jan 04, 2020 3:52 am
We installed this version and are having issues with the "save all renderpasses" command.
When saving as 8bit/16bit PNG, the files are corrupted. Any idea what´s the problem here?


Hi Lucas

Can you do a test with the latest TEST version at viewtopic.php?f=34&t=73539 and tell me if the problem is fixed there? If so, I will do 2019 release with that fix.

Thanks

Paul
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Re: OctaneRender 2019 for Modo [TEST and STABLE]

Postby ramaa » Mon Jan 06, 2020 9:37 am

ramaa Mon Jan 06, 2020 9:37 am
Hi Paul,
I tested the "OctaneRender for Modo 2020.1.0.156" version and it´s kind of the same problem.
With this version there are no files saved at all. I´m attaching the log file for reference.



Best
Lucas
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octane 2020.1 XB1 200106 103608.log
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Re: OctaneRender 2019 for Modo [TEST and STABLE]

Postby face_off » Wed Jan 08, 2020 1:39 am

face_off Wed Jan 08, 2020 1:39 am
I tested the "OctaneRender for Modo 2020.1.0.156" version and it´s kind of the same problem.
With this version there are no files saved at all. I´m attaching the log file for reference.
Hi Lucas. What is the exact command (or button) that you are using to save all the render passes please?

Paul
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Re: OctaneRender 2019 for Modo [TEST and STABLE]

Postby ramaa » Tue Jan 14, 2020 10:35 am

ramaa Tue Jan 14, 2020 10:35 am
Hi Paul,

I used the butten in the render window, with ALT option.


Best
Lucas
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Re: OctaneRender 2019 for Modo [TEST and STABLE]

Postby face_off » Tue Jan 14, 2020 10:15 pm

face_off Tue Jan 14, 2020 10:15 pm
I used the butten in the render window, with ALT option.
Hi Lucas. The next version of the plugin (available in the next 24hrs) for Octane 2020.1 has a revamped method of saving files, which should resolve the problem you are having.

Thanks

Paul
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Re: OctaneRender 2019 for Modo [TEST and STABLE]

Postby Tharso » Tue Jan 21, 2020 6:19 pm

Tharso Tue Jan 21, 2020 6:19 pm
face_off wrote:
I used the butten in the render window, with ALT option.
Hi Lucas. The next version of the plugin (available in the next 24hrs) for Octane 2020.1 has a revamped method of saving files, which should resolve the problem you are having.

Thanks

Paul


?
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Re: OctaneRender 2019 for Modo [TEST and STABLE]

Postby face_off » Thu Feb 27, 2020 6:53 am

face_off Thu Feb 27, 2020 6:53 am
I have updated the installers at the top of this thread with:

2019.1.5.158
- Compiled with Octane 2019.1.5
- Added support for U & V Tile Offset for image maps during on-the-fly material conversions and with Octane Overrides. As Modo and Octane apply UV rotations, translations and scaling in different orders, applying a rotation, scale and translation to a Modo Texture Locator will not render correctly in Octane. I have submitted a feature request to Octane to help resolve this.
- Added texture locator support for UV options on light textures
- Added Object Motion Blur support for Mesh Instances. When the Mesh "Object Motion Blur on Instances" channel is enabled, the visibility of the mesh and instances CANNOT be animated, and the visibility state will be taken from frame 0 and apply throughout the animation. if "Object Motion Blur on Instances" is not enabled, the visibility of the mesh and instances is determined at the CURRENT FRAME being rendered (as happens currently).
- Fixed bug where Animation Samples Per Frame values other than 1 were not working correctly if object motion blur was enabled for that replicator
- Added UI Hints to the Octane material node Dispersion pins
- Improved the rendering statistics window so that it now shows the Info passes being rendered after the beauty pass (useful on complex, slow rendering scenes)
- Fixed issue where Octane Proxies could not be edited or saved if they were an instance source mesh
- Fixed issues associated with saving animations with the Deep Image EXR save format
- When rendering animations with "Export Render Passes As Discrete File" ticked, the frame number and the render pass name have been swapped in the filename (ie. renderpass is now before frame number)
- The octane.save and octane.renderAndSave command arguments have changed for exr 32 bit formats to exr32, exr32renderpasses, exr32tonemapped, exr32tonemappedrenderpasses, so update any scripts you have which use the old arguments
- The plugin now saves the Octane version to the scene was saved with.
- Fixed issue where the octane.createUdim command was not working
- Added support for the octane.importLiveDb command to import the new OTOY Procedural Textures (however to do this, you need to select an Octane Override prior to executing the octane.importLiveDb command

Thanks

Paul
Last edited by face_off on Thu Feb 27, 2020 10:47 am, edited 1 time in total.
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
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Re: OctaneRender 2019 for Modo [TEST and STABLE]

Postby Hesekiel2517 » Thu Feb 27, 2020 10:21 am

Hesekiel2517 Thu Feb 27, 2020 10:21 am
Wow great improvements! Thank you
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Re: OctaneRender 2019 for Modo [TEST and STABLE]

Postby Hesekiel2517 » Sun Mar 01, 2020 4:58 pm

Hesekiel2517 Sun Mar 01, 2020 4:58 pm
If i toggle Postprocessing the Render restarts. Does anyone have the same problem?
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Re: OctaneRender 2019 for Modo [TEST and STABLE]

Postby Hesekiel2517 » Sun Mar 01, 2020 6:24 pm

Hesekiel2517 Sun Mar 01, 2020 6:24 pm
Also the new Time calculation doesn't seem to work

Time_Calc.PNG
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