OctaneRender for Modo 3.03.3 [STABLE]

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

Moderator: face_off

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face_off
Octane Plugin Developer
Posts: 15698
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

I am on Windows 10. This would be greatly appreciated if you can do this.
Here is the DEMO version installer for Modo901/2/Modo10, Windows 64 bit, Octane build 3.00. Pls let me know if you have any problems.

https://render.otoy.com/plugindownloads ... t_DEMO.exe

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
v1adut
Licensed Customer
Posts: 154
Joined: Sun May 30, 2010 4:27 pm

plugin authentication problem for the plugin, not on alpha version.
Visualize
Licensed Customer
Posts: 37
Joined: Sun Sep 20, 2015 3:19 am

face_off wrote:
I am on Windows 10. This would be greatly appreciated if you can do this.
Here is the DEMO version installer for Modo901/2/Modo10, Windows 64 bit, Octane build 3.00. Pls let me know if you have any problems.

https://render.otoy.com/plugindownloads ... t_DEMO.exe

Paul
Purchased the upgrade. v3 is way more stable and less laggy with huge scenes (billions of polygons). I can even go on the internet at the same time. Also the renders seem faster but I'm not entirely sure.

Thanks for the help.

Edit:

Some features that I would like to see are deferred meshes be compatible with octane plugin as well as "solid uv projection type." Box projection is not wrapping around my model correctly where as solid does. I have a work around for it - quick uv then bake the tileable texture with solid projection. Problem is this is destructive and I can't edit the geometry without having to rebake the solid texture and reapply. With solid projection I can make extrusions and the texture will adapt in the right manner.
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face_off
Octane Plugin Developer
Posts: 15698
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

plugin authentication problem for the plugin, not on alpha version.
You will need to provide more information than this - such as which specific error message you are getting whilst trying to activate, and which specific version of the plugin you are running.
Some features that I would like to see are deferred meshes be compatible with octane plugin as well as "solid uv projection type." Box projection is not wrapping around my model correctly where as solid does. I have a work around for it - quick uv then bake the tileable texture with solid projection. Problem is this is destructive and I can't edit the geometry without having to rebake the solid texture and reapply. With solid projection I can make extrusions and the texture will adapt in the right manner.
I thought that deferred meshes worked in Modo901 onwards. Which version of Modo are you running? Regarding the Solid projection type - I have had a look at this, and the Box projection, and there are some issues which I will clean up for the next release.

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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smicha
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Joined: Wed Sep 21, 2011 4:13 pm
Location: Warsaw, Poland

Paul,

I have a very unusual question: is there any technical chance to code the modo plugin to see scatter nodes from the standalone so that the octane render viewport in modo could display replicas?
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
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face_off
Octane Plugin Developer
Posts: 15698
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

I have a very unusual question: is there any technical chance to code the modo plugin to see scatter nodes from the standalone so that the octane render viewport in modo could display replicas?
Technically - this can be done. The plugin would need to load the OCS/ORBX (from Standalone), and then assign the Scatter transforms to a Replicator particle source.

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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smicha
Licensed Customer
Posts: 3151
Joined: Wed Sep 21, 2011 4:13 pm
Location: Warsaw, Poland

face_off wrote:
I have a very unusual question: is there any technical chance to code the modo plugin to see scatter nodes from the standalone so that the octane render viewport in modo could display replicas?
Technically - this can be done. The plugin would need to load the OCS/ORBX (from Standalone), and then assign the Scatter transforms to a Replicator particle source.

Paul
Could you code it, please?
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
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face_off
Octane Plugin Developer
Posts: 15698
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Could you code it, please?
I'm sorry - but that's way out of the scope of what an Octane plugin would do - and it's a lot of work for one user's benefit, so not something I can justify when there is cloud support, VDBVoxel, vertex motion blur, Visible Environment, Mesh Ops, etc to implement. You should be able to do it yourself with the new Modo python TD SDK (ie. python can load an OCS, extract the scatter transforms, and assign me to a particle source).

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
Visualize
Licensed Customer
Posts: 37
Joined: Sun Sep 20, 2015 3:19 am

face_off wrote:
plugin authentication problem for the plugin, not on alpha version.
You will need to provide more information than this - such as which specific error message you are getting whilst trying to activate, and which specific version of the plugin you are running.
Some features that I would like to see are deferred meshes be compatible with octane plugin as well as "solid uv projection type." Box projection is not wrapping around my model correctly where as solid does. I have a work around for it - quick uv then bake the tileable texture with solid projection. Problem is this is destructive and I can't edit the geometry without having to rebake the solid texture and reapply. With solid projection I can make extrusions and the texture will adapt in the right manner.
I thought that deferred meshes worked in Modo901 onwards. Which version of Modo are you running? Regarding the Solid projection type - I have had a look at this, and the Box projection, and there are some issues which I will clean up for the next release.

Paul

Okay so it works for normal geo even with edge weights. But deferred meshes with an xfrog tree are not working in Modo 10 v1. Maybe it has something to do with the alpha card leaves? In 902 sp2 it will load in octane but the leaves are invisible. I was using one of the free pine trees from xfrog.

The trees will function correctly in Octane when they are not deferred meshes. Not a big deal. I can just hide the source mesh and replicate it for a lighter footprint. I will try a vizpark tree later.
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MrFurious
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Posts: 529
Joined: Wed Oct 23, 2013 5:46 pm
Location: Melbourne, Australia

@Visualize

I also had a very quick look at deferred meshes in Modo902 with V2.5 of the Octane plugin, and while it seemed to work ok, I opted to use instances for some reason instead (I think it was just easier). Have you tried playing around with 'Display' --> 'Draw Options'? I use this with all my high poly trees and it speeds up openGL IMMENSELY. Can add to your mesh and/or all instances, even with a scene full of high poly tree meshes and instances openGL is still very fast. And enough detail visible for accurate composition in openGL.

Typically I use these settings for a high poly tree:
display props.jpg
Which will look like this:
with wireframe.jpg
If you need even more openGL speed, uncheck 'wireframe' and things get very fast:
no wireframe.jpg
You can assign a different colour/tint to groups of trees for easy visual feedback:
groups.jpg
Dino Inglese
CG Artist
Melbourne Australia


Intel Core i7-4820K, 3x GTX 980ti
Windows 7 64bit, Modo 12.2v2 for PC
Octane build 4.04.0.145
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