Could someone tell me how to get viewport navigation working?
I'm just coming back to this after being away and can't seem to get the interaction in the octane viewport.
Click the Viewport Navigation button in the Viewport Controls panel and then drag the mouse (Alt-LMB = rotate, Ctl-Alt LMB = zoom, Alt-Shift LMB = pan).
You have misunderstood. I'm not asking you to change anything in octane nodes. I'm asking you to add an ITEM SHADER in the ITEM LIST to the area light geometry layer you automatically create. You do this for point lights already. This doesnt effect octane at all. It just prevents the geometry from blocking area light rays in modo.
OK- this is in the next version.
Oh I assumed that it only deleted unconnected nodes in the current workspace. Thanks for pointing that out. I noticed the tooltip warns it deletes all unconnected nodes (not just octane nodes). That might be a little dangerous to use...
I thin I can probably right a function with deletes all OCTANE nodes that are not connected in the scene.....I will investigate.
The plugin needs to follow modo's rules as much as possible. Replicators are special and still render prototypes even if the original is hidden. This isnt a bug. If it didnt work this way, we would have to move our prototypes out of the camera view. That could also break other features like "use source transform".
OK. The plugin maintains a master list of Modo Mesh Items verses Octane Mesh Items - so having a non-visible Modo Mesh Item actually visible will mean reworking all this. I will investigate - but not trivial.
Paul