OctaneRender for Modo 3.03.3 [STABLE]

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

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funk
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Second feature request for today. Add support for "diffuse amount" when using images.

When you convert a color (eg diffuse color), you do: modo diffuse amount * modo diffuse color = octane RGB color. This is perfect for colors, but if we use an image set to diffuse color, diffuse amount gets ignored.

An easy way to support this is to set "octane RGB (or greyscale) image Power" = modo diffuse amount
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
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Thanks Funk - I will add those FR's to the TODO list.

I have refreshed the installers at the top of this thread with:

2.23.2.77
- Added the Panoramic Camera Stereo Output "Over-Under" option
- Added additional Panoramic Camera cube mapping projections

* Known Issue: When the Use Modo Render Cache preference is enabled, Replicator Prototypes must be visible, otherwise they do not render. This has been reported as a bug to TF.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
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marcus1070
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Hi Paul! Good to notice about the 16 bit multilayer EXR... But, i'v tryed to save a 16bit and when i open at PS it tells that is 32bit..
- Win 10 Pro 64bit
- 64gb Ram
- RTX 3090
- RTX 2080
- Nvidia driver version: 516.94
- Cinema 4d r25
- Plugin version Studio+ 2022.1(r7)


http://www.marcusrizzo.com
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face_off
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Good to notice about the 16 bit multilayer EXR... But, i'v tryed to save a 16bit and when i open at PS it tells that is 32bit..
Are the 16bit and 32bit file sizes the same or different?
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
studio3lhd
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Any chance to get nodal shading working in 901, or do we have to pray on the altar of TF? :)

The box is white even after refresh, it simply ignores the constant node...
tst1.JPG
I've also posted here: http://render.otoy.com/forum/viewtopic.php?f=34&t=47934

[EDIT]: It does work!!! However the constant needs to be setup like this. It kind of defeats the purpose of having nodes at all, though... Hopefully this workaround can also be applied to more complicated stuff.
see below for image, since I don't know how to insert a second one here (no wonder the shading didn't work lol)

regards,
Jan
Octane for Modo (v 2.22.2.68), Modo (801 sp4);
2 x TITAN Black,
I7, 32GB RAM.
studio3lhd
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studio3lhd wrote: see below for image, since I don't know how to insert a second one here (no wonder the shading didn't work lol)
tst_update.JPG
Octane for Modo (v 2.22.2.68), Modo (801 sp4);
2 x TITAN Black,
I7, 32GB RAM.
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funk
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Feature request: Automatically convert more if modo's environment settings to octane environment values (intensity, rotation, position etc)

Some things are already being converted (eg. "Use modo IBL gamma" and texture locator "horizontal wrap" if it is -1.0), so I'm hoping position/rotation and intensity can be as well

Here are some suggestions:

Checkbox: "Use Modo Environment Intensity"
octane env power = modo environment intensity (radiance)

Checkbox: "Use Modo IBL rotations"
octane texture env rotation X = 0 - modo env texture (locator) rotation X
octane texture env rotation Y = modo env texture (locator) rotation Y - 180
octane texture env rotation Z = 0 - modo env texture (locator) rotation Z

Checkbox: "Use Modo IBL Y position"
octane IBL Y translate = modo env texture (locator) position Y
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
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Funk, I will look at the changes in the next release.
Any chance to get nodal shading working in 901, or do we have to pray on the altar of TF
I added a page to the manual on this. http://render.otoy.com/manuals/Modo/?page_id=1127.

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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Feature request: Modo value to octane value converter node

I was wondering if you could implement a "conversion" node that would let me plug a modo node into it, and it would convert it to a value that could be plugged into an octane node.
The converter could have an option where you select what type it should convert to: eg rgb color, greyscale color, int, float, bool, enum etc

This would let me do stuff I cant normally do eg. I could use an expression node or some math nodes to change a value then input into octane

I've posted a screenshot of what I mean (the "assembly" is just for illustration... it would be your converter node)
idea.png
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
studio3lhd
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face_off wrote:Funk, I will look at the changes in the next release.
Any chance to get nodal shading working in 901, or do we have to pray on the altar of TF
I added a page to the manual on this. http://render.otoy.com/manuals/Modo/?page_id=1127.

Paul
Cool, thanks!
I believe you need to re-order the instructions a bit - [[[2) Add a Cube, assign the “cube 1″ material to it, add an Octane Override to “cube 2″]]] - but we have yet to make "cube2" in step 3..) :)
However, I wasn't able to reproduce this behavior, I assume you also drag&dropped the checker with it, since they appear in both materials?
Octane for Modo (v 2.22.2.68), Modo (801 sp4);
2 x TITAN Black,
I7, 32GB RAM.
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