More thoughts on material conversion:
If modo spec/reflection amount = 0, then create a octane diffuse material (you are creating glossy with spec = 0). I tested this in the past and a diffuse material renders faster than glossy with spec = 0. I assume it still works like this now.
UPDATE: Did some tests on a scene adding a global material at the top of shader tree
with diffuse material = 2.47 ms/s
with glossy material (spec = 0) = 2.23 ms/s
So yes, it's faster to use a diffuse material instead of a glossy with spec = 0
OctaneRender for Modo (Windows) 1.52 [STABLE]
Moderator: face_off
Funk - I am deep in the midst of redoing some of the Replicator loading code to fix some issues. Once I get through that I'll take a look at the material conversion notes you've posted above.
Paul
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
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
OK thanks Paul 

Last edited by funk on Tue Mar 25, 2014 1:32 am, edited 2 times in total.
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
Funk - that message is suppressed in the next version. I am in the midst of making substantial changes to the Replicator loading coding, since I found some things not working correctly. Once done, I'll post an "interim" release which fixes a few important issues with the Shader Tree.
Paul
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
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
The following link is for a sneak-peak look at the next release - for those looking to test new features and fixes. I will more formally package this up with a build against Octane 1.5 (incl an OSX version) in the next 12 hours.
http://render.otoy.com/customerdownload ... _64bit.exe
1.33.0.48
- Added Octane Camera option to use the Modo focus distance to set the Octane focus distance, and the Modo Fstop to set the Octane aperture
- Removed non-material LiveDB items from the downloadable LiveDb Presets archive (LiveDbPresets.zip)
- Fixed issue where moving a LivDb Octane Override prior to the workspace having been created was displaying a warning message
- IMPORTANT: Fixed issue where adding an Octane Override for a material in a subgroup of a material group was converting the wrong Modo material tag
- Initiating the plugin no longer flags the current scene as "changed", so if you exit Modo without making other changes, you will no longer be asked if you want to save the scene
- Added "Exporting Octane Scene...Pls Wait" message when exporting to OCS or ORBX
- IMPORTANT: Substantial reworking of the geometry loading system, so a mesh will only be loaded once, and shared between all the replicators and instances which use it. This has resulted in a faster load time, and reduces polygon count, but live updating is not working correctly yet. This has also fixed mayn issues related to ticking Incl Child Items on replicators. It also means replicators with a Group prototype now work.
Paul
http://render.otoy.com/customerdownload ... _64bit.exe
1.33.0.48
- Added Octane Camera option to use the Modo focus distance to set the Octane focus distance, and the Modo Fstop to set the Octane aperture
- Removed non-material LiveDB items from the downloadable LiveDb Presets archive (LiveDbPresets.zip)
- Fixed issue where moving a LivDb Octane Override prior to the workspace having been created was displaying a warning message
- IMPORTANT: Fixed issue where adding an Octane Override for a material in a subgroup of a material group was converting the wrong Modo material tag
- Initiating the plugin no longer flags the current scene as "changed", so if you exit Modo without making other changes, you will no longer be asked if you want to save the scene
- Added "Exporting Octane Scene...Pls Wait" message when exporting to OCS or ORBX
- IMPORTANT: Substantial reworking of the geometry loading system, so a mesh will only be loaded once, and shared between all the replicators and instances which use it. This has resulted in a faster load time, and reduces polygon count, but live updating is not working correctly yet. This has also fixed mayn issues related to ticking Incl Child Items on replicators. It also means replicators with a Group prototype now work.
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
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Thanks for the update! Glad to see that default scene change gone. The matching focal distance and fstop is very cool.
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
I just tried the OCS and ORBX export.
Standalone will not load the ORBX (pops up "error during loading"). I assume there is a mismatch due to you using the 1.33 API and it will sort itself out once you use 1.5. The OCS is works fine.
NOTE: I compared the ocs and orbx and they are actually identical files.
NOTE 2: If you do an export, it seems you need to close the viewport and reopen it for the next one, otherwise, no geometry folder gets saved. I discovered this because I exported, then manually deleted the exported files and tried a second export. Not really a big deal though
Standalone will not load the ORBX (pops up "error during loading"). I assume there is a mismatch due to you using the 1.33 API and it will sort itself out once you use 1.5. The OCS is works fine.
NOTE: I compared the ocs and orbx and they are actually identical files.
NOTE 2: If you do an export, it seems you need to close the viewport and reopen it for the next one, otherwise, no geometry folder gets saved. I discovered this because I exported, then manually deleted the exported files and tried a second export. Not really a big deal though
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
If I close a scene while the viewport is open I'm getting an error
Steps:
1. Start a new scene (ctrl+n)
2. Open octanerender viewport
3. click back in the modo window to gain focus
4. close scene (ctrl+w)
Error: The scene being rendered in the viewport has been closed by modo. Scene updates will not be sent to the vieport and material and focus picking are disabled until you refresh the scene.
I can just hide future messages but thought I'd mention it
Steps:
1. Start a new scene (ctrl+n)
2. Open octanerender viewport
3. click back in the modo window to gain focus
4. close scene (ctrl+w)
Error: The scene being rendered in the viewport has been closed by modo. Scene updates will not be sent to the vieport and material and focus picking are disabled until you refresh the scene.
I can just hide future messages but thought I'd mention it
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
I'm not sure where you are with animation but here's 2 things I have noticed
1. If I animate octane aperture and focal depth, it only works if I reload the viewport after changing frames.
2. If I use modo focus and modo fstop (the 2 new features you added), animating the modo values doesnt work after changing frames and reloading. It always uses the values at frame 0.
1. If I animate octane aperture and focal depth, it only works if I reload the viewport after changing frames.
2. If I use modo focus and modo fstop (the 2 new features you added), animating the modo values doesnt work after changing frames and reloading. It always uses the values at frame 0.
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ