You have:
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<configuration kit="OctaneRender" version="1.33.0.48" and="ver]66614">
It should be
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<configuration kit="OctaneRender" version="1.33.0.48" and="ver]66613">
Moderator: face_off
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<configuration kit="OctaneRender" version="1.33.0.48" and="ver]66614">
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<configuration kit="OctaneRender" version="1.33.0.48" and="ver]66613">
I will look into these.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.
The popup is intended. Perhaps it should be changed to a warning rather than an error. And because the scene has been closed, you cannot really refresh it! I'll change the wording.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
Yes - this will all be OK once the plugin is available for 1.5.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.
Interesting - there is probably some caching mechanism in the Octane API causing this.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
Fixed in the next version. TY.This states the modo version must be GREATER than 66614, therefore 66614 doesnt load it.
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Started logging on 25.03.14 18:27:28
OctaneRender version 1.33 (1330000)
graph doesn't have a valid material/texture node
graph doesn't have a valid material/texture node
graph doesn't have a valid material/texture node
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octaneRenderFor Tue Mar 25 18:40:51 2014 Info Authenticating Octane: Complete
octaneRenderFor Tue Mar 25 18:41:22 2014 Info Error downloading material Material Macro
octaneRenderFor Tue Mar 25 18:41:24 2014 Info Error downloading material Blued steel test
octaneRenderFor Tue Mar 25 18:41:24 2014 Info Error downloading material Material Macro
Command Results Tue Mar 25 18:41:33 2014 OK octane.command downloadLiveDb
Fixed in the next release.Once I OKed it, there was a progress bar stuck at 75.4% "downloading Livedb Materials", so I clicked abort.
Tiles lappato 60x60 seems to be a corrupt LiveDb material. There are a handful of these in the LiveDb which will not load via the Octane API.Checking the asset timestamps I see 2 textures were added and 1 LXP "Assets\Octane LiveDb\Materials\Organic\Stone\tiles lappato 60x60cm 3x3 748.lxp"
The numbers are added to differential between materials which have the same name. The number is the LiveDb material id.UPDATE: I also noticed our presets have different names to the livedb in octane (they have numbers appended to the names)
eg: "materials\organic\skin\white leather" is called "white leather 260" in modo
Only materials are supported at this stage. From memory there are only a handful of "textures" and even less "emissions".UPDATE 2: The livedb zip file is missing 2 root categories "textures" and "emissions"
I will report this to the Otoy team.Small issue: The EXR savers are the wrong way around (this bug is also in the LW plugin so it must be an API bug)
eg. "Save Render > EXR" is saving a clamped EXR (LDR) while "Save Render > EXR Tonemapped" is saving a HDR
This seems to vary depending on a number of factors - including the time of day. Right now - yes, I'm getting 10 sec authentications too. Suggest reporting slow authentications to FooZe - since he monitors the web bandwidth.For some reason it's now taking longer to load/authenticate for me than earlier in the day. If I select "octanerender viewport" from the menu, I see the "Loading Octane, pls wait" roughly 10 seconds. Standalone is taking a little while to launch too. I thought that it doesnt need to authenticate with every single launch... pretty annoying but I guess there is nothing you can do about it.
I just noticed the standalone says "status: offline" so there are obviously some issues with their servers right now. The plugins dont report the status so you wouldnt know.face_off wrote:This seems to vary depending on a number of factors - including the time of day. Right now - yes, I'm getting 10 sec authentications too. Suggest reporting slow authentications to FooZe - since he monitors the web bandwidth.For some reason it's now taking longer to load/authenticate for me than earlier in the day. If I select "octanerender viewport" from the menu, I see the "Loading Octane, pls wait" roughly 10 seconds. Standalone is taking a little while to launch too. I thought that it doesnt need to authenticate with every single launch... pretty annoying but I guess there is nothing you can do about it.
Paul
As a workaround, if you're going to be closing and reopening MODO with any frequency, turn off your computer's wifi. The preview loads instantly when there's no internet connection.funk wrote:For some reason it's now taking longer to load/authenticate for me than earlier in the day. If I select "octanerender viewport" from the menu, I see the "Loading Octane, pls wait" roughly 10 seconds. Standalone is taking a little while to launch too. I thought that it doesnt need to authenticate with every single launch... pretty annoying but I guess there is nothing you can do about it.