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Re: OctaneRender 2020 for Modo [TEST and STABLE]

PostPosted: Wed May 19, 2021 3:39 pm
by JoGo23
face_off wrote:
JoGo23 wrote:Hi Paul, Octane X PR11 is out but still no plugin for Modo. PR8 works well in Modo 14 but I'm eager to play with Modo 15 :-)
Hi - I am unable to get the Modo15 SDK to compile with the Octane plugin due to the upgrade to Qt5 that happened with Modo15. I have been emailing Foundry about it. Hopefully they come up with a solution soon.

Paul


Hi Paul, any news?

Re: OctaneRender 2020 for Modo [TEST and STABLE]

PostPosted: Thu May 20, 2021 8:59 pm
by Hesekiel2517
Yes, it works now :)

Re: OctaneRender 2020 for Modo [TEST and STABLE]

PostPosted: Mon May 24, 2021 11:42 am
by face_off
JoGo23 wrote:
face_off wrote:
JoGo23 wrote:Hi Paul, Octane X PR11 is out but still no plugin for Modo. PR8 works well in Modo 14 but I'm eager to play with Modo 15 :-)
Hi - I am unable to get the Modo15 SDK to compile with the Octane plugin due to the upgrade to Qt5 that happened with Modo15. I have been emailing Foundry about it. Hopefully they come up with a solution soon.

Paul


Hi Paul, any news?
I have been able to do a STUDIO build, but the ENTERPRISE version is still not working. So if you have a STUDIO license, I can send you an installer.

Thanks

Paul

Re: OctaneRender 2020 for Modo [TEST and STABLE]

PostPosted: Tue May 25, 2021 12:46 am
by JoGo23
I have been able to do a STUDIO build, but the ENTERPRISE version is still not working. So if you have a STUDIO license, I can send you an installer.

Thanks

Paul

I have the ENTERPRISE license :(

Re: OctaneRender 2020 for Modo [TEST and STABLE]

PostPosted: Thu May 27, 2021 11:13 am
by Hesekiel2517
Octane_Menu.JPG


Hi Paul,
i just noticed that there are some duplicated buttons in the UI

Re: OctaneRender 2020 for Modo [TEST and STABLE]

PostPosted: Thu May 27, 2021 6:33 pm
by funk
Hesekiel2517 wrote:i just noticed that there are some duplicated buttons in the UI


Foundry broke form command filters in 15.0v3, so buttons are appearing that should be hidden
https://community.foundry.com/discuss/t ... 34#1221534

Re: OctaneRender 2020 for Modo [TEST and STABLE]

PostPosted: Fri Jun 11, 2021 4:44 am
by face_off
I have posted an EXPERIMENTAL test release of the Octane 2021.1 version of the plugin at https://render.otoy.com/forum/viewtopic.php?f=34&t=77891&p=401672#p401672. Unless there are critical features released in future Octane 2020.2 releases, I am not planning another build of the Octane 2020.2 version of the plugin.

Thanks

Paul

Re: OctaneRender 2020 for Modo [TEST and STABLE]

PostPosted: Fri Jun 11, 2021 2:33 pm
by evan.musin
MODO 15.0v3
OctaneRender Enterprise 2020.2.3 (10021500)
Windows 10 Pro for Workstations build 19041.1052
128GB of RAM
Nvidia GeForce RTX 2080 Ti
Nvidia Studio Driver 462.59

Hello! Got a couple questions,

1. Maybe I'm using it wrong, but I cannot get vertex maps to work correctly when using nested dielectrics. When it's unchecked the vertex maps work correctly. We work on a lot of bottles and I was trying to fake the liquid color by mixing separate colors mapped to the bottom and middle of the liquid using a greyscale vertex map and a mix material to get sort of a gradient effect. When nested dielectrics is checked, it only uses one of the colors being mixed, the other is ignored. When nested dielectrics is off the gradient shows up just fine. Any ideas?

2. Does anyone else have issues with displacements working correctly? Again, working a bottles a lot, we use a lot of displacement maps to create emboss effects on the outer thickness of glass. We were using displacement maps as 8bit TIFFs with 50% grey as the mid level (set to 0.5 in the texture displacement node) and then embossing or debossing with white and black respectfully. This did not work a good 95% of the time and would still move the mid-level polygons and create tons of render issues.

I saw a post from a while back that mentioned to try 32bit EXR files as displacements and try to make your UVs as large as possible in the tile. I've been doing this for the past month or so, but it still only works maybe 10% of the time, it's VERY hit or miss. Is there some proper technique I'm missing to get displacement embosses/debosses to work correctly? Maybe it's just MODO? I've never had luck with MODO displacements (not Octane) working either. It doesn't seem to matter if the background is 50% grey, it will still move the mid-level a bit anyway. What can I do to hold that mid-level value, it absolutely NEEDS to stay in the same spot to work with glass bottles as the glass thickness is so close together.

Also, why on earth does the size of the UVs that are in the 50% gray area of a displacement matter? Shouldn't 50% grey mean "don't move" no matter how big the UVs are in it? This has been tested in Cinema4D as well and works fine in that software.

Any help would be greatly appreciated! Thanks in advance

Re: OctaneRender 2020 for Modo [TEST and STABLE]

PostPosted: Fri Jun 11, 2021 9:33 pm
by face_off
evan.musin wrote:MODO 15.0v3
OctaneRender Enterprise 2020.2.3 (10021500)
Windows 10 Pro for Workstations build 19041.1052
128GB of RAM
Nvidia GeForce RTX 2080 Ti
Nvidia Studio Driver 462.59

Hello! Got a couple questions,

1. Maybe I'm using it wrong, but I cannot get vertex maps to work correctly when using nested dielectrics. When it's unchecked the vertex maps work correctly. We work on a lot of bottles and I was trying to fake the liquid color by mixing separate colors mapped to the bottom and middle of the liquid using a greyscale vertex map and a mix material to get sort of a gradient effect. When nested dielectrics is checked, it only uses one of the colors being mixed, the other is ignored. When nested dielectrics is off the gradient shows up just fine. Any ideas?

2. Does anyone else have issues with displacements working correctly? Again, working a bottles a lot, we use a lot of displacement maps to create emboss effects on the outer thickness of glass. We were using displacement maps as 8bit TIFFs with 50% grey as the mid level (set to 0.5 in the texture displacement node) and then embossing or debossing with white and black respectfully. This did not work a good 95% of the time and would still move the mid-level polygons and create tons of render issues.

I saw a post from a while back that mentioned to try 32bit EXR files as displacements and try to make your UVs as large as possible in the tile. I've been doing this for the past month or so, but it still only works maybe 10% of the time, it's VERY hit or miss. Is there some proper technique I'm missing to get displacement embosses/debosses to work correctly? Maybe it's just MODO? I've never had luck with MODO displacements (not Octane) working either. It doesn't seem to matter if the background is 50% grey, it will still move the mid-level a bit anyway. What can I do to hold that mid-level value, it absolutely NEEDS to stay in the same spot to work with glass bottles as the glass thickness is so close together.

Also, why on earth does the size of the UVs that are in the 50% gray area of a displacement matter? Shouldn't 50% grey mean "don't move" no matter how big the UVs are in it? This has been tested in Cinema4D as well and works fine in that software.

Any help would be greatly appreciated! Thanks in advance
Hi - these appear to be general Octane questions. May I suggest posting them in the Octane Standalone 2020.2.3 release thread, and include an ORBX which illustrates the issues, and the OTOY support techs can then response.

Thanks

Paul

Re: OctaneRender 2020 for Modo [TEST and STABLE]

PostPosted: Mon Jun 14, 2021 9:21 am
by Hesekiel2517
Hey Paul,

Modo 15 won't start anymore, if the Plugin (V171) is active. I already deleted config files, and reinstalled the plugin. Is there a quick fix to this?

Modo_Does_Not_Start.JPG


Edit V172 does work, but as it's a beta i would prefer to work with 171