OctaneRender 3 for Modo [OBSOLETE]

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

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

Following is another pre-release with some Environment features added (see the last 2 points in the release notes) which should mean the Octane environment is more closely sync'd to the Modo Environment.

3.6.2.117 Pre-release
- Compiled with Octane 3.06 TEST 3 (includes Adaptive Sampling, new Bokeh pins, new Pano Camera DOF pins, new Add/Subtract/Comparison/Triplanar texture nodes, and Normal and Displacement mapping enhancements, new Triplanar projection node)
- Resolved issue with some non-Mesh item geometry meshes loading twice
- Modo Render Region channel modifiers are now evaluated when setting the Octane render region
- The following Imager defaults have changed to better match Modo - Response now defaults to Linear, Gamma now defaults to 2.2 and Vignetting now defaults to 0
- VERY IMPORTANT: The plugin will now correctly convert the Modo scene and image ocio colorspace settings to the Octane Image Gamma values. This means if you have saved scenes with the 8 and 16 bit colorspace at a setting other than Linear (as per the manual), then Image gamma values will change when you render with this release of the plugin. At this stage sRGB, sRGBf, rec709, gamma2.2 are converted to a 2.2 gamma, gamma1.8 is converted to a 1.8 gamma and everything else remains linear/no correction (1.0 gamma). The Octane Environment IBL does NOT take into account the Modo ocio settings.
- Changed the default values for the Camera settings Use Modo Film Offset, Use Modo Clipping Distance, Use Modo Focus Distance and Use Modo F-Stop for Aperture to ON
- The default Environment is now the Texture Environment, rather than Daylight Environment, and Use Modo Environment Power and Rotation properties are now defaulted to ON
- Fixed issue where the octane.saveAnimation command was not exporting animated Environment channels
- Modo Area Lights when do NOT have a mesh item (ie. Octane emitter) attached to them will now convert to an Octane emitter automatically. The emitter geometry will automatically be created, and the Octane material will be created from the Modo area light material. You can still use the Create Octane Emitter function to override this default behavior
- Revamped the proxy system so animations inside ABC nodes in an OCS/ORBX will render correctly.
- Fixed error when exiting Viewport Navigation mode and transferring the Octane camera back to the Modo camera
- Added support for environment material zenith color channel
- Added support for constant layers in environment

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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MrFurious
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Sweeet.... thanks Paul.
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
Visualize
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Hey Paul,

Is it still possible to use octane's daylight system? I used that quite often more than Modo's
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face_off
Octane Plugin Developer
Posts: 15715
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Is it still possible to use octane's daylight system? I used that quite often more than Modo's
Yes, just change the Octane Environment Type to Daylight.

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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Location: Australia

face_off wrote:
Is it still possible to use octane's daylight system? I used that quite often more than Modo's
Yes, just change the Octane Environment Type to Daylight.

Paul
Looks like this got broken. The sky texture is being overridden by the environment color

1. start a new scene, and open octane viewport
2. select env material and make zenith purple
3. set env to daylight

RESULT: The sky is purple
EXPECTED: We should see the normal sky colors
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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funk
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BUG: Enum nodes will not accept any modo input. Float, int, bool, rgb ect, all accept values correctly
octane_enum_modo_input_error.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
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face_off
Octane Plugin Developer
Posts: 15715
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Looks like this got broken. The sky texture is being overridden by the environment color
Yes - this bug was introduced in the last pre-release,and is fixed in 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
Visualize
Licensed Customer
Posts: 37
Joined: Sun Sep 20, 2015 3:19 am

funk wrote:
face_off wrote:
Is it still possible to use octane's daylight system? I used that quite often more than Modo's
Yes, just change the Octane Environment Type to Daylight.

Paul
Looks like this got broken. The sky texture is being overridden by the environment color

1. start a new scene, and open octane viewport
2. select env material and make zenith purple
3. set env to daylight

RESULT: The sky is purple
EXPECTED: We should see the normal sky colors
Thank you for confirming. I will go back to previous version.
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face_off
Octane Plugin Developer
Posts: 15715
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

BUG: Enum nodes will not accept any modo input. Float, int, bool, rgb ect, all accept values correctly
This is fixed in 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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Greggers
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Joined: Wed Feb 15, 2017 9:51 pm

I'm looking forward to testing this build. You say just over a week for an OS X build paul?
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