OctaneRender 3 for Modo [OBSOLETE]

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

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face_off
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How can I change the environment map texture in octane from pure white to the 4 color gradient? Yeah it works if I use an HDRI map but if I just add layer or just use the default environment material map its pure white even if I change the zenith sky and ground and nadir color.
I'm sorry - but Octane does not support this. It provides either IBL support, or Daylight (which has 2, not 4 colors).

Paul
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Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
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face_off
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2. The 3.03 loads 9 seconds even with an empty scene. Isn't it loo long?
This is normal for the first render each time you start Modo - since the plugin needs to authenticate Octane.
3. When I open modo (empty scene) and go to Octane Render tab and then 'Octane Kernel' and try to drag the first available 'Octane/Modo Render Camera' channel Octane crashes.
I will look into this. Someone indicated this was a bug in an older version of Modo. Which Modo version are you using pls?

EDIT: It is crashing for me if I drag the Render Camera from the Render item in the Shader Tree - so this is a crash in Modo unrelated to the plugin. I suggest you report it to TheFoundry.
I added another camera but when I choose it from the camera modo list the viewport does not change.
You need to change the /Render/ Camera - which you can do via the Kernel panel, or the Render Camera property of the Render item in the Shader Tree.

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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face_off wrote:
2. The 3.03 loads 9 seconds even with an empty scene. Isn't it loo long?
This is normal for the first render each time you start Modo - since the plugin needs to authenticate Octane.
3. When I open modo (empty scene) and go to Octane Render tab and then 'Octane Kernel' and try to drag the first available 'Octane/Modo Render Camera' channel Octane crashes.
I will look into this. Someone indicated this was a bug in an older version of Modo. Which Modo version are you using pls?

EDIT: It is crashing for me if I drag the Render Camera from the Render item in the Shader Tree - so this is a crash in Modo unrelated to the plugin. I suggest you report it to TheFoundry.
I added another camera but when I choose it from the camera modo list the viewport does not change.
You need to change the /Render/ Camera - which you can do via the Kernel panel, or the Render Camera property of the Render item in the Shader Tree.

Paul

I am using Modo 10.1.

As for the camera - now I get it. Thank you.
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
Visualize
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face_off wrote:
How can I change the environment map texture in octane from pure white to the 4 color gradient? Yeah it works if I use an HDRI map but if I just add layer or just use the default environment material map its pure white even if I change the zenith sky and ground and nadir color.
I'm sorry - but Octane does not support this. It provides either IBL support, or Daylight (which has 2, not 4 colors).

Paul
Ah okay. Back to hdri it is then.
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face_off
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I have updated the installers at the top of this thread with:

3.3.2.111
- Compiled with Octane 3.03.2
- Added Camera->Far Clip Depth
- Added Camera->Stereo->Swap Eyes
- The Octane NodeGraph window now closes whenever you perform an action back in Modo. This resolves a crash situation

3.2.0.110
- You can now clear the Kernel->Background Filename and the background image will be removed from the Octane Viewport
- Fixed potential crash situation when deleting material masks from the Shader Tree in Modo10.1v1
- The Create Octane Emitter command now uses the light name for the emitter mesh and material name
- Fixed issue where Front Projection was only working in some situations when World Coordinates was ticked
- Added Use Modo Clipped Distance to the Octane Camera settings (to auto-set the Octane Near Clip Depth)

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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Thanks Paul.
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
OlaHaldor
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I see no mention of Pascal / GTX 1080 GPU support in the modo plugin release. Will it work, like with the standalone?
I'm not home for a few days yet, but I'm really longing to get going with Octane again being over a month away from it.
Modo & LightWave 3D | Win 10 x64 | RTX 2080 Ti | Threadripper 2920x | 128GB
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face_off
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OlaHaldor wrote:I see no mention of Pascal / GTX 1080 GPU support in the modo plugin release. Will it work, like with the standalone?
I'm not home for a few days yet, but I'm really longing to get going with Octane again being over a month away from it.
Yes, the latest release will work with the Pascal GPU's.

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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Tharso
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When I click on edit node graph, octane nodegraph dont open if I create a new material and keep the octane viewport open.
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face_off
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When I click on edit node graph, octane nodegraph dont open if I create a new material and keep the octane viewport open.
Yes, that's correct - you need the material (Octane Override) to be being used in the scene before it can be edited. I will try to remove this limitation in the next month or so.

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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