Projection Node projection bug

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

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Greg
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Hey Paul - I notice this bug a lot (around 6:45 in this video). When you add a new image from the tool panel on the left - Octane will often connect the projection node of the new texture to an existing texture (replacing what was already there...often a MODO texture loc. if the material was converted via 'add Octane override).

In this video the new grayscale image projection node doesn't 'come in' connected to the new greyscale image node...it replaces a connection on an existing node.

https://www.youtube.com/watch?v=v-SCfbodSo4&t=5s

-Greg
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face_off
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Hi Greg - nice video!

Were you aware the the plugin should grab the particle id's from Modo? The release notes cover this....
3.07.0.125
- Built with Octane 3.07
- Added Instance Color and Instance Range textures
- Added an instance id to each Scatter transform (ie. each Replicator particle source will have a unqiue instance id). The Instance ID is sourced from the Modo Replicator source IDs. The new Texture node types Instance Range and Instance Color can be used with these id's. Refer to viewtopic.php?f=33&t=62395 for for details.
Regarding the bug....I cannot reproduce this. Is it possible a texture locator is shared between two images? Are you able to send me a scene which demonstrates this problem?

Thanks

Paul
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Greg
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Hi Paul - link to a video showing the problem. Scene is just a cube, material mask 'cube' with a single image set to diffuse color. Then an Octane override added to the mask.

https://youtu.be/coQUNA4jR0g
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Greg
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I'll do a follow-up video with the new features.

-G
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Hi Greg

The bug you are having appears to be a Modo bug. For instance, when adding a new RGB Image node, the plugin issues the following commands:

Code: Select all

channel.link replace {Octane Transform Value:output} {Octane RGB Image:transform}
channel.link replace {Octane Mesh UV Projection:output} {Octane RGB Image:projection}
Modo resolves the "unique" names above as follows:
channel.link replace {cmOctaneTransformValue049:output} {cmOctaneImage047:transform}
channel.link replace {cmOctaneUvwProj051:output} {cmOctaneImage033:projection}
So you can see it is incorrectly resolving the Octane RGB Image node in the second line to a different image node.

I have tried to code around this issue, however not been able to find a solution. Hear to hear any suggestions you might have.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
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funk
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I had a look into this because it happens to me as well.

There is an issue here with Modo renaming nodes when they get connected/disconnected. It looks like the RGB image node is getting renamed after you make the first connection, so the second connection is made to the wrong node.

I'll report the random node renaming issue, but you really should not be relying on item names because they can be changed . You should be using the item ID instead, which does not change.
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Greg
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I wouldn't know where to start on fixing it - maybe with what Funk said. I would maybe bring this up on the modo beta slack or someplace where a modo dev. could see it and fix it.
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This issue is resolved 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
Greg
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Nice - thanks, that trips me up a lot when I'm working fast and don't catch it when it happens.
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