OctaneRender for Modo (Windows) 1.52 [STABLE]

Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

Moderator: face_off

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funk
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face_off wrote: - Saving default settings for the Kernel and Camera can now be done via a new button on the Kernel and Camera panels. I will implement the loading of these defaults in the next release. Defaults are saved to MyDocuments\Octane Defaults
Paul, please give us this option for the environment too. I almost always use texture environment instead of daylight
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
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funk
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Issues with downloading livedb presets:

1. I got this to work, but once the plugin installs the presets and you try to exit modo, a confirm/save dialog box appears for each preset downloaded. I had to cancel about 10 save dialog boxes.

2. Some livedb presets dont have icons yet. The octane plugin displays some strange corrupted icon in the preset browser. There will probably need to be a way to update icons only, once the livedb has generated them. If no icon is generated, we need something nicer in its place (like the X icon in standalone)
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
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funk
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Issues with complex livedb presets and missing nodes/functionality in the modo plugin:

I have been trying out some of the more complex livedb presets (eg. materials\organic\skin\tonysculpter Skin R15) and they dont work in modo due to nodes the plugin doesnt have. In standalone we have "In" and "Out" nodes which can be used as inputs/outputs of grouped of nodes. eg. When you drag drop a preset from standalone, it places it inside a group and the "in/out" nodes become input/output pins of this group node

I have an idea on how to implement this in modo. We could use sub-assemblies which allow inputs and outputs to be exposed. The only problem is the octane node inputs and outputs throw an error when you try to expose them. Try this:

1. Add an octane override to the shader tree
2. In the schematic, press the "add new sub assembly" (third from top right) button
3. Disconnect the glossy material inputs and outputs
4. Right click on the glossy node and select move nodes to assembly > new assembly. In this simple example we have 1 node in the assembly, but it would usually be many.
5. Double click the sub assembly to open it.
6. Select the DIFFUSE channel, right click and select EXPOSE channel as input.

BUG: At this point, an input should be created for the sub assembly which connects to the diffuse, but the octane plugin throws an error "Invalid pin connection" (it displays it multiple times too)

If this could be fixed to work, then we would essentially have the same functionality as standalone "in/out/group" nodes
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
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funk
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Issues saving and loading our own presets:

We need some documentation on how to do this correctly. I have recreated tonysculpters skin r15 and when I try to save it I only get a glossy node on reload.

1. Load the attached scene
2. Select the head override
3. In the octane window, preset "save as preset"
4. Create a new scene, add a sphere and give it a material
5. Open the preset browser and right click "load" the preset you saved

BUG: Only a standard glossy node and rgb appear.
Attachments
skin.zip
(74.56 KiB) Downloaded 212 times
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
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face_off
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Hi Funk - I'll look at these later today. Briefly, cuffi managed to get sub-assemblies working during the closed beta, so it was doable at some point. Also, regarding saving Presets - that was also working, but much has changed since then, so I will revisit.

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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funk
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Crash adding override after closing a scene

1. I start modo in the render tab
2. Select the base material in the shader tree
3. Select Add layer > custom material > octane override
4. Close the octane window and close the scene (ctrl+w)
5. Select the base material in the shader tree
6. Select Add layer > octane override

BUG: At this point modo usually crashes. If not repeat from step 4 again
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
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funk
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face_off wrote:Hi Funk - I'll look at these later today. Briefly, cuffi managed to get sub-assemblies working during the closed beta, so it was doable at some point. Also, regarding saving Presets - that was also working, but much has changed since then, so I will revisit.

Paul
Good to hear sub-assemblies were working. I think this might be important once we start building complex materials.
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
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face_off
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Funk - another consideration is that at this stage the gradient node is only implemented to allow one control point - so LiveDb materials which have multiple points will not load correctly (TonySkin?). Given Modo's UI does not allow any dynamic control of the properties that are displayed, I'm not sure the best way to implement gradients - perhaps it has a max of 10 points, and you turn the ones you don't need off with a checkbox. It this stage it's a low priority issue to resolve, but it's on the list.

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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funk
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Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

BUG: "Open octanerender when override is selected" preference not always respected

1. In preferences > rendering > octane, disable "Open octanerender setup window when an octane override is selected"
2. Add an octane override to the shader tree

BUG1: At this point the octane setup window opens

3. Add a sub assembly
4. Disconnect all the node connections
5. Right click the octane override node and "move to > new assembly"
6. double click to open the assembly. We see the override in here.
7. Select the octane override inside the assembly

BUG2: The schematic is taken back to the workspace. I can't do anything to the override without being bounced back to the workspace
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
User avatar
funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

face_off wrote:Funk - another consideration is that at this stage the gradient node is only implemented to allow one control point - so LiveDb materials which have multiple points will not load correctly (TonySkin?). Given Modo's UI does not allow any dynamic control of the properties that are displayed, I'm not sure the best way to implement gradients - perhaps it has a max of 10 points, and you turn the ones you don't need off with a checkbox. It this stage it's a low priority issue to resolve, but it's on the list.

Paul
The "tonysculptor skin r15" preset doesnt have gradients, so I havent experimented with them yet to give you an opinion.

I just checked the LW plugin and it has the same issue. It just uses 10 "key texture" and 10 "key position" inputs
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
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