OctaneRender for Modo (OS X) 1.55 [OBSOLETE]
Moderator: face_off
Did some more material conversion testing. It would be helpful if more alpha handling was included. Currently, if a MODO stencil map is set to Alpha Only, it still gets plugged into a greyscale image node upon conversion which gives the wrong result. It should be an alpha image node. The same goes for adding support for the RGBA effect type in MODO (which basically combines Diffuse Color and Stencil functions).
If you send me a file demonstrating the effects you want converted, and the conversion rules, I will add then t the plugin. I already have a file from another user regarding stenciling, so it is a topical areaIt would be helpful if more alpha handling was included. Currently, if a MODO stencil map is set to Alpha Only, it still gets plugged into a greyscale image node upon conversion which gives the wrong result. It should be an alpha image node. The same goes for adding support for the RGBA effect type in MODO (which basically combines Diffuse Color and Stencil functions).

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
Done. Thanks Paul.face_off wrote:If you send me a file demonstrating the effects you want converted, and the conversion rules, I will add then t the plugin. I already have a file from another user regarding stenciling, so it is a topical area
Paul
This is a Modo bug on OS X. I have submitted a bug report to TheFoundry.When rendering, the render info (samples calculated, elapsed time, etc) doesn't update if I'm not moving my cursor. If I move the cursor out of the viewport and stop moving it on the screen, the info stats will pause until I move the cursor back into the setup viewport.
This is a ramification of the above issue - in summary, Modo is not firing the "Idle Event" until the user moves the mouse, and the "Next Frame" animation check is happening in the Idle event - so it never gets called and the frame does not advance. I have devised a potential workaround, which I will post in the next day or so.I was just trying a little animation sequence, and saw this issue is keeping Octane from moving on to the next frame as well. I have to keep moving the cursor around throughout the render to keep it advancing from frame to frame.
Fixed in the next version.Also getting some "Command Disabled" notices when clicking the render animation button, but after I say OK to the notification, the render starts anyway but without the Octane animation dialog box that tells me what frame is rendering and that allows me to cancel it.
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
Hopefully they fix the bug in a final 701 service pack, instead of moving it into an 801 upgrade feature. If your workaround helps, that'd be great. Fortunately I passed on an animation job last week, that would have been a frustrating experience.face_off wrote:This is a Modo bug on OS X. I have submitted a bug report to TheFoundry.
---
This is a ramification of the above issue - in summary, Modo is not firing the "Idle Event" until the user moves the mouse, and the "Next Frame" animation check is happening in the Idle event - so it never gets called and the frame does not advance. I have devised a potential workaround, which I will post in the next day or so.
I have refreshed the installer at the top of this thread with:
1.52.0.60
- Create Octane Emitter now sets the emitter material to an opacity of 1, and the Point light power/emission has been adjusted
- Added support for Stencil maps with Alpha Channel set to Alpha Only (which will result in an Octane Alpha Image being created)
- Added support for RGBA maps with Alpha Channel set to Use (which will result in an Octane Alpha Image being created)
- OS X: Rectified issue where anmation frames were not progressig until the mouse was moved
- OS X: Rectified issue where cancelling an animation was not clearing the animation or viewport windows
1.52.0.59
- Fixed issue where the determination of if a Modo material should be converted to diffuse instead of glossy was not working correctly
- Octane Bump power is now set to the Modo Bump Amplitude * 100
- Create Octane Emitter now uses a Texture Emission rather than Black Body, and sets the Power according to the Modo Radiance
1.52.0.58
- Fixed issue where if a Modo Material was above an Octane Override in the Shader tree (but they are in the same group), disabling the Modo Material would also disable the Octane Override
- Texture Locators connected to Octane Image nodes now apply a scale to the Octane Projection from the
- Rotating a texture in a Texture Locators via the UV Rotation will now apply that texture rotation to the Octane scene. The works for most projection types and axis, however combinations like rotating a texture with Cylindrical proejction in the Y axis is not working correctly at the moment.
- Fixed crash resulting from changing the Modo focus distance when the Octane Viewport was open and Use Modo Focus Distance was checked
- Fixed issue where if Kernel->Load All Frames Into Octane was NOT ticked, the camera info was not being updated correctly when changing the Modo time
- Kernel panel size increased in height
- If a Modo Material Specular Color is B&W (ie. Red=Green=Blue) the specular pin will be an Octane Greyscale Color inside the Octane Material, otherwise it will be an RGB Color Node external to the Material.
1.52.0.57
- Compiled against Octane 1.52
- Fixed issue where material picking was not working on materials without a sub-group in the Shader Tree
- IMPORTANT: Fixed issue where Texture Locators attached to an Octane Override were not being applied (problem introduced 1.50.0.55)
- IMPORTANT: Fixed an issue where processing an emtpy mesh would result in all other meshes not loading
Paul
1.52.0.60
- Create Octane Emitter now sets the emitter material to an opacity of 1, and the Point light power/emission has been adjusted
- Added support for Stencil maps with Alpha Channel set to Alpha Only (which will result in an Octane Alpha Image being created)
- Added support for RGBA maps with Alpha Channel set to Use (which will result in an Octane Alpha Image being created)
- OS X: Rectified issue where anmation frames were not progressig until the mouse was moved
- OS X: Rectified issue where cancelling an animation was not clearing the animation or viewport windows
1.52.0.59
- Fixed issue where the determination of if a Modo material should be converted to diffuse instead of glossy was not working correctly
- Octane Bump power is now set to the Modo Bump Amplitude * 100
- Create Octane Emitter now uses a Texture Emission rather than Black Body, and sets the Power according to the Modo Radiance
1.52.0.58
- Fixed issue where if a Modo Material was above an Octane Override in the Shader tree (but they are in the same group), disabling the Modo Material would also disable the Octane Override
- Texture Locators connected to Octane Image nodes now apply a scale to the Octane Projection from the
- Rotating a texture in a Texture Locators via the UV Rotation will now apply that texture rotation to the Octane scene. The works for most projection types and axis, however combinations like rotating a texture with Cylindrical proejction in the Y axis is not working correctly at the moment.
- Fixed crash resulting from changing the Modo focus distance when the Octane Viewport was open and Use Modo Focus Distance was checked
- Fixed issue where if Kernel->Load All Frames Into Octane was NOT ticked, the camera info was not being updated correctly when changing the Modo time
- Kernel panel size increased in height
- If a Modo Material Specular Color is B&W (ie. Red=Green=Blue) the specular pin will be an Octane Greyscale Color inside the Octane Material, otherwise it will be an RGB Color Node external to the Material.
1.52.0.57
- Compiled against Octane 1.52
- Fixed issue where material picking was not working on materials without a sub-group in the Shader Tree
- IMPORTANT: Fixed issue where Texture Locators attached to an Octane Override were not being applied (problem introduced 1.50.0.55)
- IMPORTANT: Fixed an issue where processing an emtpy mesh would result in all other meshes not loading
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
I have updated the installer at the top of this thread with:
1.52.0.63
- IMPORTANT: Fixed issue where too many invisible Mesh items in the Modo scene would crash Modo when opening the Viewport
1.52.0.62
- Fixed issue where adding an Octane Override to a diffuse Modo material was creating a specular Octane material
1.52.0.61
- Fixed issue where saving an animation as EXR was using the PNG file extension.
- Added full support for Item tag Groups in the Shader Tree. This required signification changes to the plugin code, so pls report any issues you find
- Bump map power is now multiplied by the Opacity of the Modo Bump Map Texture Layer
I will be away for a few days over Easter, and may have limited internet connectivity, so may need to respond to issues on my return.
Paul
1.52.0.63
- IMPORTANT: Fixed issue where too many invisible Mesh items in the Modo scene would crash Modo when opening the Viewport
1.52.0.62
- Fixed issue where adding an Octane Override to a diffuse Modo material was creating a specular Octane material
1.52.0.61
- Fixed issue where saving an animation as EXR was using the PNG file extension.
- Added full support for Item tag Groups in the Shader Tree. This required signification changes to the plugin code, so pls report any issues you find
- Bump map power is now multiplied by the Opacity of the Modo Bump Map Texture Layer
I will be away for a few days over Easter, and may have limited internet connectivity, so may need to respond to issues on my return.
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
Is this happening when using the Create Octane Emitter button on the Modo light?I'm still getting texture emissions with a default power of 100, instead of converting the MODO radiance.
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
No, it's happening when converting an existing MODO material with luminance.face_off wrote:Is this happening when using the Create Octane Emitter button on the Modo light?I'm still getting texture emissions with a default power of 100, instead of converting the MODO radiance.
Paul