OctaneRender for Modo (Windows) 1.52 [STABLE]

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

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face_off
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I was talking about using your custom xml files as presets for the octane plugin without using modo's preset system. eg. Instead of just having "save as default" you could have "save as preset", then you would also need a "load preset" button too.
OK, I understand now. Yes, this could be done - I'll add it to the long-term list. I wouldn't use the term "Preset", since Modo users might confuse that with a Modo Preset.

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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I'm getting a strange crash with octanerender plugin enabled:

If I go to layout tab > mehes tab > human and double click "Man Body 01", modo crashes.

If I disable the plugin, that mesh loads properly
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
Octane Plugin Developer
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Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

If I go to layout tab > mehes tab > human and double click "Man Body 01", modo crashes.

If I disable the plugin, that mesh loads properly
When you load that preset, it loads a new Render item and then deletes it. The plugin is applying the Kernel.XML defaults to the new Render item and something is going amiss, so it's crashing. I will fix this, but in the meantime, delete your kernel.xml defaults file if you want to load those Mesh Presets.

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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face_off
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Next release will have a range of animation improvement. The best thing is that now the camera track is loaded into Octane - so moving the animation timeline slider in the Modo animation tab moves the current camera position in Octane - and this works great with camera motion blur.
eg. I set my range from frame 0 to 60 (thats actually 61 frames)
Octane saves filenames modo_animation1.png to modo_animation60.png (it only saves 60 frames), so the last frame of the animation is missing.
Fixed in the next release.
Problem 2:The naming convention should use the modo frame number and start at 0 to avoid any confusion. This would also allow us to re-render specific frames if needed while keeping the correct file name (instead of auto restarting from 1). It would also be nice to use zero padded numbers. It would be even nicer to use modo's output pattern under the render item > output pattern.
Done in the next release (except using the modo output pattern).
Problem 3:There is no way to set an output path per scene (only a global setting in modo preferences). Octane overwrites previous frames in that directory too.
This makes it very easy to accidentally overwrite animation frames from another scene... ouch
Animation settings now moved the the kernel panel - so can be set per scene.

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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face_off
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1. Roughness
Roughness * Anisotropy = Glossy Roughness
Just use modo roughness. Multiplying by anisotropy just makes us adjust 2 values for nothing (since aniso is almost always 0%
in most scenes, it means our octane roughness becomes 0). Octane doesnt use anisotropy. It also doesnt match the look of modo
when roughness and aniso = 100%
Done in the next release.
2. Auto emission
Luminous intensity should create a diffuse + texture emission material. Luminous color would be the RGB color plugged into texture. There might be some issues matching luminous to octane power, but even if it's not perfect, it saves me having to create an unnecessary override
The power is not going to match for "on-the-fly" conversions - but if you add an Octane Override the next version will pickup if there is a luminous effect, and if so build a node layout based on a diffuse material with an emission node.
3. Glossy material conversion
The way this works right now doesnt match modo because octane's reflectivity is based on IOR (unless IOR is set to 1). So I could
have 100% reflection/specular in modo (mirror) and it looks like shiny plastic in octane (spec = 1, IOR = 1.3).

What we should be doing is setting octane specular to 1 (or RGB color = modo spec/refl color) and adjust the octane IOR
based on specular amount. This means we need a way to convert spec amount to IOR. I have an idea but my math is terrible
so I'm not sure if its possible. We need to calculate IOR from spec amount, but I only know how to do the reverse

We can calculate spec amount from IOR like this: spec amount = ((1-IOR)/(1+IOR))^2
The formula is IOR = (1 - sqr(spec)) / (1 + sqr(spec)). But I don't think this gives you what you want. Metals will have an index around 8, and because they reflect all light, the actual specular color is lost (as it should). Because Modo is not a physically accurate renderer, it does not do this. I couldn't really get a good mirror material from a Modo material - so couldn't really compare with what Octane does. I'm not sure there is a direct conversion from the Modo materials to the Octane glossy specular amount/index - but happy to implement it if you can work out the correlation.
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.
Done in the next release.

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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face_off
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Below is a link for a new test build. If there are no issues found with it, I'll update the installer at the top of this thread.

1.50.0.50
- Added kernel, camera and environment buttons to the Viewport button bar
- Moved the animation configuration items from the Modo Preferences to the the Octane Kernel panel (so they can be different for each scene)
- Added animation status panel which pops up during animation rendering
- Animation now render from the Modo Scene item "Current Range" Start Frame to the End Frame
- Fixed crash when loading Mesh Presets when you have saved a Kernel default
- IMPORTANT: The camera path is now always loaded into Octane, and moving the animation slider will change the current frame in the Octane scene. This does NOT update geometry - do a scene Refresh for that.
- Removed the warning if you turn on camera motion blur and have 2 cameras in an animation
- Change Lock is now disabled when you open the Viewport
- Octane material "Roughness" now translates directly from the Modo material roughness (rather than roughness * anisotrophy)
- Modo materials will no specular or reflections now convert to an Octane Diffuse material rather than glossy
- Modo materials have have a luminous amount will be converted to Octane diffuse emitters when applying an Octane Override to them. You will need to manually adjust the Emission power to match the Modo scene
- You should now be able to animation the Modo Focus and FStop and have it applied during the rendering of the Octane animation

http://render.otoy.com/customerdownload ... _64bit.exe

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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Location: Australia

Hi Paul, I'm noticing another problem when we have defaults saved. If I start modo and load a scene (or press ctrl+n), a blank "changed" scene remains in the item list. If I have no defaults saved this doesnt happen.

This also brings up another strange problem (it may be a modo bug?). If I load a scene then go to the 1st "changed" scene that gets created and close it, some of the menu items in "shader tree > add layer > custom materials" vanish, requiring a restart of modo to get them back

UPDATE: I've just confirmed this second "vanishing" menu item issue is a modo bug (at least partially), but I can only get it to happen with a clean config.
If you start modo with no config, change the scene a little, create a new scene and close the original changed scene, menu items vanish from the custom materials menu. Once you restart modo and it uses the saved config, this bug no longer happens. If the octane plugin is enabled it always happens whether we have a new config or not.
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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Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

face_off wrote:
3. Glossy material conversion
The way this works right now doesnt match modo because octane's reflectivity is based on IOR (unless IOR is set to 1). So I could
have 100% reflection/specular in modo (mirror) and it looks like shiny plastic in octane (spec = 1, IOR = 1.3).

What we should be doing is setting octane specular to 1 (or RGB color = modo spec/refl color) and adjust the octane IOR
based on specular amount. This means we need a way to convert spec amount to IOR. I have an idea but my math is terrible
so I'm not sure if its possible. We need to calculate IOR from spec amount, but I only know how to do the reverse

We can calculate spec amount from IOR like this: spec amount = ((1-IOR)/(1+IOR))^2
The formula is IOR = (1 - sqr(spec)) / (1 + sqr(spec)). But I don't think this gives you what you want. Metals will have an index around 8, and because they reflect all light, the actual specular color is lost (as it should). Because Modo is not a physically accurate renderer, it does not do this. I couldn't really get a good mirror material from a Modo material - so couldn't really compare with what Octane does. I'm not sure there is a direct conversion from the Modo materials to the Octane glossy specular amount/index - but happy to implement it if you can work out the correlation.
I think you got the formula slightly wrong. If I make an adjustment it works:

IOR = (1 + sqr(spec)) / (1 - sqr(spec))

So for 4% specular we should get 1.5 IOR

1.5 = (1 + sqr(.04)) / (1 - sqr(.04))
face_off wrote: Metals will have an index around 8, and because they reflect all light, the actual specular color is lost (as it should). Because Modo is not a physically accurate renderer, it does not do this. I couldn't really get a good mirror material from a Modo material - so couldn't really compare with what Octane does.
Did you make sure "conserve energy" is enabled? This lowers the diffuse automatically as specular is raised, keeping the material physically plausible. I also recommend enabling "match specular" so reflections are controlled by the spec values, and "blurry reflections" to match roughness.
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
face_off
Octane Plugin Developer
Posts: 15702
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Hi Paul, I'm noticing another problem when we have defaults saved. If I start modo and load a scene (or press ctrl+n), a blank "changed" scene remains in the item list. If I have no defaults saved this doesnt happen.

This also brings up another strange problem (it may be a modo bug?). If I load a scene then go to the 1st "changed" scene that gets created and close it, some of the menu items in "shader tree > add layer > custom materials" vanish, requiring a restart of modo to get them back
There are too many issues associated with the method I'm trying to use to load the defaults. I am changing it so the defaults are loaded on Modo startup, and it will resolve some of the issues (like setting the scene dirty flag) - but it will mean you will need to re-start Modo after saving defaults in order for them to take effect.
IOR = (1 + sqr(spec)) / (1 - sqr(spec))

So for 4% specular we should get 1.5 IOR

1.5 = (1 + sqr(.04)) / (1 - sqr(.04))
A specular value of 1 and index of 1.5 seems too high for a Modo specular of 4% - but I will check later.

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
User avatar
funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

face_off wrote:
Hi Paul, I'm noticing another problem when we have defaults saved. If I start modo and load a scene (or press ctrl+n), a blank "changed" scene remains in the item list. If I have no defaults saved this doesnt happen.

This also brings up another strange problem (it may be a modo bug?). If I load a scene then go to the 1st "changed" scene that gets created and close it, some of the menu items in "shader tree > add layer > custom materials" vanish, requiring a restart of modo to get them back
There are too many issues associated with the method I'm trying to use to load the defaults. I am changing it so the defaults are loaded on Modo startup, and it will resolve some of the issues (like setting the scene dirty flag) - but it will mean you will need to re-start Modo after saving defaults in order for them to take effect.
IOR = (1 + sqr(spec)) / (1 - sqr(spec))

So for 4% specular we should get 1.5 IOR

1.5 = (1 + sqr(.04)) / (1 - sqr(.04))
A specular value of 1 and index of 1.5 seems too high for a Modo specular of 4% - but I will check later.

Paul
No 4% is correct for IOR 1.5. What we are calculating is the spec value at 0 degrees. You then set modo's fresnel to 100% and you get the correct look for IOR 1.5. From what I've read, modo uses Schlick's_approximation
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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