Modo animation

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Modo animation

Postby spigolo » Sat Jul 17, 2021 5:18 pm

spigolo Sat Jul 17, 2021 5:18 pm
Hello
im a new user of the Modo Octane plugin,
and I really like it (way more than the blender version)..

But im creating an animation where some lights and cilinder with emission moves (with animated intensity) and I noticed
that the preview windows doesn't automatically reflect the changes in items and light positions and the lights effect on surfaces ...

Im sure there should be a command to tell octane to update the windows automatically for these situations but I can't find it...
Any help?

THX
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Re: Modo animation

Postby funk » Sat Jul 17, 2021 8:07 pm

funk Sat Jul 17, 2021 8:07 pm
There are 2 settings which tell modo to send animation data to Octane:

1. Kernel > animation > camera motion blur (this will send the camera's animated transforms to Octane)
2. Kernel > animation > object motion blur (this will send other item's animated transforms to Octane)

Docs: https://docs.otoy.com/ModoH/ModoPluginM ... ations.htm
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Re: Modo animation

Postby spigolo » Sun Jul 18, 2021 8:40 am

spigolo Sun Jul 18, 2021 8:40 am
Thanks,
but of course I see the camera moving in the previe window,
my problem is with elements (lights and objects) with emission...
they are not updated unless I restart the preview window...
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Re: Modo animation

Postby funk » Sun Jul 18, 2021 9:21 am

funk Sun Jul 18, 2021 9:21 am
The second option (object motion blur) should be sending the lights/object transforms to Octane.

I did a quick test where an area light's position is moving + changing intensity and it works here.

What are you animating exactly? Maybe you can post a small sample so we can see why it's not working?
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Re: Modo animation

Postby funk » Sun Jul 18, 2021 9:29 am

funk Sun Jul 18, 2021 9:29 am
Oh I think I know what's going on. If you are creating your own emitters using Octane overrides, and that material is animated, then you'll need to enable "reload material each frame" on the Octane Override.
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