OctaneRender 3 for Modo [OBSOLETE]

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

Moderator: face_off

MildMustard
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Posts: 125
Joined: Tue Jun 10, 2014 6:00 am

Thanks for the updates Paul. PLEASE don't stop development on this for modo :) The more I use it the more I love it!!
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MrFurious
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Location: Melbourne, Australia

What's this? Paul are you leaving the Dev team?
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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face_off
Octane Plugin Developer
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Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

What's this? Paul are you leaving the Dev team?
I am not leaving!

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
MildMustard
Licensed Customer
Posts: 125
Joined: Tue Jun 10, 2014 6:00 am

MrFurious wrote:What's this? Paul are you leaving the Dev team?
lol no, it was more a "Good job! Carry on, as you are!!" : nothing more :D
MildMustard
Licensed Customer
Posts: 125
Joined: Tue Jun 10, 2014 6:00 am

Paul, is there a possibility we could have a kind of light-lister? My reasoning is I am using more than a handful of lights for an interior, I find the current workflow that I cannot change multiple light attributes at the same time.
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smicha
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Paul,

Are blobs supported? I cannot see them in the view port. Any hints?
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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MrFurious
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face_off wrote:
What's this? Paul are you leaving the Dev team?
I am not leaving!

Paul
Thank god!.. damn MildMustard you gave me a scare ;)

I'd have to also say Paul you're doing an amazing job with the plugin it really does make using Modo with Octane a great experience; seamless integration and rock solid.

Many thanks.
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
User avatar
face_off
Octane Plugin Developer
Posts: 15697
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

is there a possibility we could have a kind of light-lister? My reasoning is I am using more than a handful of lights for an interior, I find the current workflow that I cannot change multiple light attributes at the same time.
This is probably better done outside the plugin. A proficient Modo python coder should be able to easily write a script to scan through all the Octane Emitter nodes and place the owner material in a list in a panel on the screen (my Modo python skills are poor - so probably not the best person to do this). Also, you can attach an Octane Float node to control the light Power) to multiple Octane Overrides (ie. all the light emitter materials in a scene) - so all lights in the scene could be controlled from one property.

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
MildMustard
Licensed Customer
Posts: 125
Joined: Tue Jun 10, 2014 6:00 am

face_off wrote:
is there a possibility we could have a kind of light-lister? My reasoning is I am using more than a handful of lights for an interior, I find the current workflow that I cannot change multiple light attributes at the same time.
This is probably better done outside the plugin. A proficient Modo python coder should be able to easily write a script to scan through all the Octane Emitter nodes and place the owner material in a list in a panel on the screen (my Modo python skills are poor - so probably not the best person to do this). Also, you can attach an Octane Float node to control the light Power) to multiple Octane Overrides (ie. all the light emitter materials in a scene) - so all lights in the scene could be controlled from one property.

Paul
Unfortunately my Py coding skills are super poor :D Ok, I didn't think of adding a float node. It may help with light groupings at least! Thanks Paul. (Might be time to finish learning python foundation and make it a small project... in time)
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face_off
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Following is a Windows version pre-release of the next version of the plugin.

3.5.0.115
- Compiled with Octane 3.05
- Reworked the Unreal Shader conversion as per the node layout provided by user "jonathan"
- The Environment Map gamma and invert channels are now read from the current frame rather than frame 0, so can now be animated
- Fixed bug when editing the Modo Material for a Volume which was causes an Octane Log error
- Changed the loading of VDB files to increase voxel resolution
- Filenames can now be connected to sub-assemblies to provide the file name of a Image node in that sub-assembly
- You can now plug a Modo Gradient item Color channel into the Gradient channel of an Octane Gradient 2 node (right-click the Octane node and "Add Channel"->"Gradient" to enable the connection. If you have the modo gradient input set to "Incidence", set the Octane "Falloff Skew Factor" to 1.75
- Added a Visible Environment button (refer to the Octane 3 Visible Environment documentation for how this is used). To access this, you need to add a second Modo Environment, and set the Octane Environment Use to Visible Environment. The Modo "Visible to Camera", "Visible to Reflection Rays" and "Visible to Refraction Rays" properties are used to populate the Octane Environment Backplate, Reflections and Refractions properties
- You can now edit the Octane Environment texture (for example, it can be color corrected as shown at https://docs.otoy.com/manuals/products/ ... -lighting/)
- Added a command octane.renderAndSave, which renders the current scene and saves to a file. All Modo functions are disabled during the render. This command would be useful for batch rendering from a script
- The "Too many UV maps for mesh" Octane Log error now lists the UV Maps that were found in use for the mesh, to easier allow the user to split the mesh to get to the Octane maximum of 3 UV Maps per mesh
- Optimised instance loading between frame whilst rendering animations
- Added "Weld Vertices" option to Live Geometry Update Mesh items. Enable this if using Round Edges in an Octane Override for that mesh item. There seems to be a 10-20% performance hit when loading meshes into Octane with the Weld Vertices option enabled.

https://render.otoy.com/customerdownloa ... _64bit.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
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