OctaneRender for Modo (OS X) 2.24.2 [STABLE]

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

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riggles
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Hi Paul. Stepping back into 3d for a short project, been away since the summer.

I thought I remember hearing back then that support for Proxies was in the works. is that coming to MODO? Just tried to use one and got nothing. Something I'm missing, or forgetting?

Edit: Same thing with References. I could have sworn that worked before. It's not like the materials aren't showing up, the whole mesh item doesn't get loaded.
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face_off
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Hi Riggles

Proxies - not currently supported - however I am working on this for some time, and there is still a lot to do - but they will definitely be supported in the near future.

Reference Meshes, tick the Load Cage tickbox on the Mesh. Again - working on this, and there will be better support for reference meshes in the near future.

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
riggles
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Thanks Paul.

I know some features require "Load Cage" to be enabled, but I can never remember all of them. Is there some general guidance or rule-of-thumb behind when it needs to be enabled?
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face_off
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I know some features require "Load Cage" to be enabled, but I can never remember all of them. Is there some general guidance or rule-of-thumb behind when it needs to be enabled?
If you mouse-over the Load Cage checkbox, the popup text reads "When enabled, the Modo Mesh cage is loaded rather then the subdivision mesh. This enables Modo801 Reference Meshes and Octane rounded edges to be rendered.".

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
riggles
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Location: CT, USA

If you mouse-over the Load Cage checkbox, the popup text reads "When enabled, the Modo Mesh cage is loaded rather then the subdivision mesh. This enables Modo801 Reference Meshes and Octane rounded edges to be rendered.".
I thought there were others like rendering curves or something, but if it's just those two, that's an easy trick to remember. Thank you.

On a side note, and I think I already know the answer to this, but does there happen to be a way to have a mesh be turned off in the Item list, yet still render? I'm thinking like a pore man's proxy. Loading a reference that has both high and low-poly mesh items. Low poly is on in the viewport for quicker navigating while the high poly is off, but the high poly renders and the low poly is set to "invisible to camera". Seems like a no, but just checking.
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face_off
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I thought there were others like rendering curves or something, but if it's just those two, that's an easy trick to remember.
I am working on all this at the moment (but it will take a while). If all goes to plan, render curves will not go via Octane hair strands - but will convert to geometry at the Modo end. Stay tuned....
On a side note, and I think I already know the answer to this, but does there happen to be a way to have a mesh be turned off in the Item list, yet still render? I'm thinking like a pore man's proxy. Loading a reference that has both high and low-poly mesh items. Low poly is on in the viewport for quicker navigating while the high poly is off, but the high poly renders and the low poly is set to "invisible to camera". Seems like a no, but just checking.
A mesh won't render if it's turned off in the Item tree. However, have you looked at ticking Load Cage and Subd? Then you'' have the low poly version in Modo and the Subd version in Octane.

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
riggles
Licensed Customer
Posts: 493
Joined: Mon Feb 17, 2014 3:34 pm
Location: CT, USA

face_off wrote:
I thought there were others like rendering curves or something, but if it's just those two, that's an easy trick to remember.
I am working on all this at the moment (but it will take a while). If all goes to plan, render curves will not go via Octane hair strands - but will convert to geometry at the Modo end. Stay tuned....
On a side note, and I think I already know the answer to this, but does there happen to be a way to have a mesh be turned off in the Item list, yet still render? I'm thinking like a pore man's proxy. Loading a reference that has both high and low-poly mesh items. Low poly is on in the viewport for quicker navigating while the high poly is off, but the high poly renders and the low poly is set to "invisible to camera". Seems like a no, but just checking.
A mesh won't render if it's turned off in the Item tree. However, have you looked at ticking Load Cage and Subd? Then you'' have the low poly version in Modo and the Subd version in Octane.
Man, if MODO hair could be supported and converted on the fly, that would be amazing. I've been wanting to demo a MODO + Octane pipeline to some colleagues of mine (instead of Maya + Renderman they currently use) and hair is the last thing needed before I feel Octane could meet their needs. I'll stay tuned.

The "Load Cage + SubD" is a good idea. I was thinking more of trees and foliage, though. The low poly mesh is basically just a container, while the high poly would be individual leaves. So in that case it wouldn't work. I'll just wait for proxy support.
riggles
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In the setup panel, the MS/s just reads 0.00 when rendering out a pass other than Beauty. Is this expected behavior?
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face_off
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In the setup panel, the MS/s just reads 0.00 when rendering out a pass other than Beauty. Is this expected behavior?
I thought there was an issue with the OSX version of Modo where the statistics panel would not update unless you moved the mouse. Is that causing hat you are seeing? Regardless, I am in the middle of a big revamp of the UI, so statistics will be reported in a different fashion in the next major release - so this issue will be resolved then.

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
riggles
Licensed Customer
Posts: 493
Joined: Mon Feb 17, 2014 3:34 pm
Location: CT, USA

face_off wrote:
In the setup panel, the MS/s just reads 0.00 when rendering out a pass other than Beauty. Is this expected behavior?
I thought there was an issue with the OSX version of Modo where the statistics panel would not update unless you moved the mouse. Is that causing hat you are seeing? Regardless, I am in the middle of a big revamp of the UI, so statistics will be reported in a different fashion in the next major release - so this issue will be resolved then.

Paul
There's that issue, too, but that's been there from the beginning. This is in addition. If I'm rendering. A beauty pass, the MS/s statistic will read whatever, 5.3 MS/s while rendering. But if I switch the render window over to another pass, like reflection indirect or diffuse direct, that statistic changes to 0.0, while the image is still rendering.

Not a big deal, just noticed it. And it's looks like it'll be irrelevant when your next update comes around.
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