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Re: OctaneRender 2019 for Modo [TEST and STABLE]

PostPosted: Tue Oct 08, 2019 12:56 pm
by ramaa
@funk
Great, thank you!

Re: OctaneRender 2019 for Modo [TEST and STABLE]

PostPosted: Tue Nov 05, 2019 7:28 pm
by Tharso
Hi Paul,
When we will see 2019.1.3 for modo?

Thx

Re: OctaneRender 2019 for Modo [TEST and STABLE]

PostPosted: Fri Nov 08, 2019 9:59 pm
by face_off
When we will see 2019.1.3 for modo?
Should be within the next week.

Paul

Re: OctaneRender 2019 for Modo [TEST and STABLE]

PostPosted: Sun Nov 10, 2019 9:25 pm
by Tharso
thank you

Re: OctaneRender 2019 for Modo [TEST and STABLE]

PostPosted: Wed Nov 13, 2019 4:27 am
by face_off
I have updated the installers at the top of this thread with:

2019.1.4.154
- Compiled with Octane 2019.1.4
- The Particle Id of the source mesh of an instance now has it's Particle Id loaded into the Octane Scatter node.
- Added limits (0.0 to 30.0m) to the Mesh item Curve Radius so stop an Octane crash
- Fixed issue where Enum and Greyscale Color input nodes were not being created for OSL Textures
- The "Save Render" button now allows the Alt key to be pressed in order to save all render passes (incl the Beauty pass) as discrete files
- Added the Volume Gradient and Volume Medium nodes from Octane Standalone, and Medium nodes can now be plugged into Octane Overrides in order to more easily setup the Octane material for Volumes
- Added support for material picking of Volumes
- EXPERIMENTAL: Added the octane.importLiveDb which uses the Octane Standalone LiveDb window to select and load materials as Octane Overrides. Importing LocalDb and LiveDb materials with Octane Gradient nodes is not currently working correctly.

Thanks

Paul

Re: OctaneRender 2019 for Modo [TEST and STABLE]

PostPosted: Thu Nov 14, 2019 7:02 am
by funk
Thanks Paul

Re: OctaneRender 2019 for Modo [TEST and STABLE]

PostPosted: Thu Nov 14, 2019 11:01 am
by Hesekiel2517
Octaneupdate.JPG


Thats the first time i see this. Nice!

Re: OctaneRender 2019 for Modo [TEST and STABLE]

PostPosted: Fri Nov 29, 2019 12:59 am
by face_off
I have updated the TEST installers at the top of this thread with:

2019.1.4.155
- The Gradient node now provides up to 10 position/value pair inputs. Set the number of inputs that you are using via the Control Points property
- Animating Kernel->Light Linking now work when rendering animations with Object Motion Blur enabled
- Animating Octane Near Clip Depth (and other Octane Camera pins) now work correctly when Camera Motion Blur is enabled
- Mesh Items parented to on-the-fly converted Modo Lights will now update correctly with the light visibility is changed
- Change mouse-wheel scrolling to be more consistent in the percentage that is zoomed when the rendered image is smaller than the viewport panel
- Added the Add Material Pins button to the Octane Mesh properties. This adds any Material In pins from the ORBX file to the Proxy Mesh schematic node, so you can specify the Octane material in the Schematic. This Mesh item must be on a Schematic Workspace, and that Workspace must be selected and visible.
- Added the Reload Material Each Frame checkbox to the Octane Override. If enabled, when the Modo frame number is changed when rendering an animation in Octane or scrubbing the timeline, this material will be reloaded (so it can be animated).
- octane.importLiveDb now supports importing materials with Gradient nodes

Paul

Re: OctaneRender 2019 for Modo [TEST and STABLE]

PostPosted: Fri Nov 29, 2019 10:37 am
by Hesekiel2517
Nice! Thanks Paul!

Re: OctaneRender 2019 for Modo [TEST and STABLE]

PostPosted: Fri Nov 29, 2019 11:36 am
by funk
Thanks Paul