BUG (and crash) - Octane always requires authentication and won't work without network connection
I'm finding that even if I authenticate the plugin, it still requires an internet connection on each launch
1. Delete modo configs
2. Launch modo and authenticate octane plugin
3. Close modo
4. Disable your internet connection (I disable my network card in Control Panel\Network and Internet\Network Connections)
5. Launch modo and open the octane viewport
BUG: An error pops up that the plugin is not authenticated. I can still see my details in the authenticate dialog box though (update: it seems the standalone doesnt work either, a network card is needed)
BUG2: Furthermore, if you try to authenticate again with the network card disabled, modo crashes
OctaneRender for Modo (Windows) 1.52 [STABLE]
Moderator: face_off
This is the same as all the plugins and Octane Standalone.I'm finding that even if I authenticate the plugin, it still requires an internet connection on each launch
I couldn't get this to happen (or crash), so I think there are some hardware dependencies for this. I have heard that disabling your network card will cause the plugin (and Standalone) is de-authenticate - but I haven't found this on my equipment.4. Disable your internet connection (I disable my network card in Control Panel\Network and Internet\Network Connections)
5. Launch modo and open the octane viewport
BUG: An error pops up that the plugin is not authenticated. I can still see my details in the authenticate dialog box though (update: it seems the standalone doesnt work either, a network card is needed)
BUG2: Furthermore, if you try to authenticate again with the network card disabled, modo crashes
In summary - I don't think the above is a Modo plugin specific issue requiring a plugin fix.
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 for trying. I tried a few more things. I have 2 network cards so I disabled one, and enabled the other (which has no network cable plugged in) and octane standalone and plugin run just fine. Its just a pain having to do this.
Normally I wouldnt worry about slightly longer startup times, but modo + octane plugin are proving to be a little bit too crashy at the moment so I'm restarting a lot.
Normally I wouldnt worry about slightly longer startup times, but modo + octane plugin are proving to be a little bit too crashy at the moment so I'm restarting a lot.
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 haven't had it crash for weeks. Can you be more specific about when it's crashing?but modo + octane plugin are proving to be a little bit too crashy at the moment so I'm restarting a lot.
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
I'm noticing it happening when adding overrides mostly. I posted one bug report here:face_off wrote:I haven't had it crash for weeks. Can you be more specific about when it's crashing?but modo + octane plugin are proving to be a little bit too crashy at the moment so I'm restarting a lot.
http://render.otoy.com/forum/viewtopic. ... 60#p176414
I have to get some solid steps for the other crashes too, but most of them are random while editing overrides
I'm also still crashing if I authenticate the plugin, close the auth box, then authenticate again (I was just testing things)
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
That is the intended functionality. I'm not sure what the bug is here. The preference checkbox is for selecting rather than creating an Override.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
1. Add Octane Override and setup material3. 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
2. Click the "Add new subassembly to workspace" button
3. Select the nodes you want to move
4. Rightclick "Move Nodes To"->"Assembly"->the new assembly you created.
Works nicely. The only thing I cannot work out is how to connect a node from inside the assembly to a pin outside it - but that's a Modo issue rather than a plugin issue.
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
You right! This is a bug that that also impacted deleting Overrides, which I escalated to the Modo devs, and they have put the fix into Modo8, but that doesn't help us right now. I will find a workaround (as was done for deleting Overrides).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
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 tooltip states its for when selecting AND creating... I would prefer not to have it open even when creating too.face_off wrote:That is the intended functionality. I'm not sure what the bug is here. The preference checkbox is for selecting rather than creating an Override.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
I dont think you followed my steps. I specifically moved the override node into a subassembly (I did this by accident) then couldn't get it back out, because once you select it, it automatically sends you back to the workspace (eg. I cant right click on it and choose > move to)face_off wrote:1. Add Octane Override and setup material3. 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
2. Click the "Add new subassembly to workspace" button
3. Select the nodes you want to move
4. Rightclick "Move Nodes To"->"Assembly"->the new assembly you created.
To connect nodes from a sub assembly you need to EXPOSE channels. You right click channels on a node and select EXPOSE input or output. This isnt working with octane channels.face_off wrote: Works nicely. The only thing I cannot work out is how to connect a node from inside the assembly to a pin outside it - but that's a Modo issue rather than a plugin issue.
Paul
Try this:
1. While in the sub assembly add a channel mod > channel > channel noise
2. Right click the channel noise INPUT and select EXPOSE channel as input... you will see it becomes a sub assembly input
3. Right click the output and choose EXPOSE channel output
If you exit the sub assembly you will see it now has inputs and outputs (pins)
Last edited by funk on Wed Mar 26, 2014 4:16 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
I just edited my post above to clarify what exposing inputs/outputs does
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