OctaneRender for Modo 3.03.3 [STABLE]

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

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

2.24.1.87
- Fixed issue where in some situations, non-Live meshes would use the "Texture" UV Vertex map rather than the assigned map
- Fixed an issue related to resolving UV map names for static meshes, hair strand geometry and meshes with Load Cage enabled
- When rendering an animation, you can now select a non-beauty pass prior to starting the animation, and that pass will be saved to the resulting png/exr files. Remember to change the output filename so that you don't overwrite your beauty pass files when doing this. A more complete solution for outputing separate render passes will be in a future release
- Image and Post Proc property/channel changes no more quickly update the viewport
- Saving the Viewport or an animation to Multi-layer EXR now saves UN-TONEMAPPED (ie. Linear color space). So your existing scenes that did save renders Tonemapped, will not save then tonemapped when you load into this release of the plugin
- Added Multi-layer EXR (32/64bit) Tonemapped options to the Viewport save and animation save format
- Fixed issue where the Kernel->Polygon Displacement setting was effecting displacement maps when Use Modo Render Cache was OFF

Thanks

Paul
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LFedit
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Great additions. Thanks Paul!
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RobSteady
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Is it possible to only render info passes and save them as one exr file?
I always have the beauty pass as well. Already tried to set the max samples for the beauty to 1; this way I quikly can render the info passes but the file is very big because it saves the beauty as well...

EDIT: just saw the this will be added in future relases, correct?
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Is it possible to only render info passes and save them as one exr file?
I always have the beauty pass as well. Already tried to set the max samples for the beauty to 1; this way I quikly can render the info passes but the file is very big because it saves the beauty as well...

EDIT: just saw the this will be added in future relases, correct?
At the moment there is no way to instruct the plugin NOT to save the Beauty pass. And it is not trivial to implement within the Modo UI. So t's on the list to do - but it might be a while off....

Paul
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RobSteady
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When adding an Octane overide the index value is always set to 1.
Possible to set it to 1.3 as default when converting?
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When adding an Octane overide the index value is always set to 1.
Possible to set it to 1.3 as default when converting?
The index is calculated via a formula based on the Modo Material to get as close a match as possible between the Modo and Octane materials. In summary, if the Modo material specular amount > 0.6 or the fresnel is 0, the index is 1, otherwise it is min((1 + sqrt(specular)) / (1 - sqrt(specular)), 8). Thanks go to Funk for working the formula out.

Paul
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RobSteady
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HELP!
Error.png
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HELP!
That error means the Modo API failed when the plugin tried to access an item name. I have never seen this happen before. I suspect it is due to a corrupt lxo file. Would it be possible to send me the scene pls?

Paul
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JakubRupa
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Hello,
i can't get rounded corners.
Is it working? If so, how can i make it work?
0 and 1 value don't change anything (simple cube).
By the way 0 an 1, what is refers to?
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i can't get rounded corners.
Is it working? If so, how can i make it work?
0 and 1 value don't change anything (simple cube).
By the way 0 an 1, what is refers to?
Tick Load Cage on the Mesh item. Pls see https://docs.otoy.com/Modo/?page_id=977 for details. There are render quality issues with Octane's edge rounding so rounding the edge with geometry will give you a better result.

Paul
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Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
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