OctaneRender 2020 for Modo [OBSOLETE]

Forums: OctaneRender 2020 for Modo [OBSOLETE]
Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

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Re: OctaneRender 2020 for Modo [TEST and STABLE]

Postby amanning » Wed Jun 10, 2020 8:35 pm

amanning Wed Jun 10, 2020 8:35 pm
Hi Paul,
Coming from a photography/graphic design background, I would love have some additional post-processing features. I realize these aren't simple things (or are things the Octane team would have to implement first) but I appreciate you at least hearing me out.

Feature Requests:

More robust Post-processing / Imager options:
- save/load presets (include settings / LUTs)
- Before/After split view (this might make more sense as a button on the toolbar)
- an info window that shows the color information of where the mouse cursor is (this is very helpful with Before/After)
- contrast control
- highlight controls (similar to Adobe Lightroom, can compress & expand)
- shadow controls (same as highlight controls)

Interactive Camera:
- move the camera position around through the render window, similar to Modo
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Re: OctaneRender 2020 for Modo [TEST and STABLE]

Postby face_off » Sat Jun 13, 2020 12:57 am

face_off Sat Jun 13, 2020 12:57 am
I have posted an experimental build at the top of this thread. There are a lot of internal codes changes in the plugin, so please report any issues you find.

2020.1.2.162 - EXPERIMENTAL
- Compiled with Octane 2020.1.2
- Spelling error corrections in some nodes
- Fixed White Balance picking having multiple undo's
- Fixed the Universal->Metallic Reflection Mode combobox values
- Fixed issue where dragging/transforming live meshes was laggy (introduced in 2020.1.0.160)
- Implemented Octane Quad Lights, Spherical Lights and Volumetric Spotlights (via the Octane Light property on the Modo Area, Point and Spot Lights). Volumetric Spotlight "Light Medium", "Emitter Material", and "Barn Doors Material" can be set by dragging the Spotlight item onto the schematric and adding those channels to the Spotlight node.
- Added experimental support for the Octane Universal Camera

Thanks

Paul
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Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
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Re: OctaneRender 2020 for Modo [TEST and STABLE]

Postby Hesekiel2517 » Mon Jun 15, 2020 10:34 pm

Hesekiel2517 Mon Jun 15, 2020 10:34 pm
Very nice! Thank you. A first test was very promising. One problem i found was that the spotlight sometimes doesn't update.
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Re: OctaneRender 2020 for Modo [TEST and STABLE]

Postby Hesekiel2517 » Tue Jun 16, 2020 7:52 am

Hesekiel2517 Tue Jun 16, 2020 7:52 am
Hey Paul, made a little testscene and a short video. I don't really know whats happening. The cone of the spotlights gets soft until I reload the scene. Then it's sharp again. I really like the soft look. How can i get that to stay?
Attachments
Octane_Spotlight.zip
(10.05 MiB) Downloaded 177 times
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Re: OctaneRender 2020 for Modo [TEST and STABLE]

Postby face_off » Tue Jun 16, 2020 9:20 am

face_off Tue Jun 16, 2020 9:20 am
Hesekiel2517 wrote:Hey Paul, made a little testscene and a short video. I don't really know whats happening. The cone of the spotlights gets soft until I reload the scene. Then it's sharp again. I really like the soft look. How can i get that to stay?
After connection/disconnecting nodes in the schematic for a spotlight, you need to Refresh the scene for the change to take effect. This will be fixed in the next release.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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Re: OctaneRender 2020 for Modo [TEST and STABLE]

Postby Hesekiel2517 » Tue Jun 16, 2020 7:03 pm

Hesekiel2517 Tue Jun 16, 2020 7:03 pm
That's nice! But why does the look change? Is it out of focus or where is the blur coming from?
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Re: OctaneRender 2020 for Modo [TEST and STABLE]

Postby Hesekiel2517 » Thu Jul 02, 2020 8:56 am

Hesekiel2517 Thu Jul 02, 2020 8:56 am
Hey Paul,
if i change the values of the Rouded edge node i need to update the scene to see an effect. Also if i have an image applied to an Arealight and click "create octane emitter" the image is not included in the resulting emitter material. Also "General Visibility" and "Sampling Rate" are not taken into account.

Thank you for your work!
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Re: OctaneRender 2020 for Modo [TEST and STABLE]

Postby Hesekiel2517 » Thu Jul 02, 2020 9:39 am

Hesekiel2517 Thu Jul 02, 2020 9:39 am
Hey Paul,
wasn't there a value in the camera tab to change the baking id? I just can't find where to set this value

Edit: It's in the channels list, but not in the camera panel
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Re: OctaneRender 2020 for Modo [TEST and STABLE]

Postby Hesekiel2517 » Sun Jul 05, 2020 11:53 am

Hesekiel2517 Sun Jul 05, 2020 11:53 am
Hey Paul,

the new Quadlight option is great, but it doesn't seem to pickup the size of the area light. It's possible to work around it by using the scale in the arealight though
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Re: OctaneRender 2020 for Modo [TEST and STABLE]

Postby Hesekiel2517 » Sun Jul 05, 2020 12:22 pm

Hesekiel2517 Sun Jul 05, 2020 12:22 pm
Sorry to bother you again,
if i export animation to .orbx my animated film offset is ignored.
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