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Re: modo > Octane / Export Script v1.01
Posted: Fri Jul 09, 2010 7:34 pm
by bobbyrtaylor
Thank You Stenson will give it a try soon.
Re: modo > Octane / Export Script v1.01
Posted: Fri Jul 09, 2010 9:55 pm
by sjogren
have been testing the script a little now, thanks one more time...
I did a quick scene with color, bump, transparancy, roughness maps but it looks like only the diffuse colormaps follows from Modo,
had a glass material too that bacame a glossy material in Octane (I dont really know how far you can get with scripts).
tryed with a hdr image as enviroment but that didnt follow either,
Environment and Directional Light works nice and the rest in Export Configuration i think.
one thing, but its probably me that dont know cameras, how do you translate lens Aperture in mm to Fstop in Modo, its the same thing or?
This is going to be great, and I will continue to play!!!
Re: modo > Octane / Export Script v1.01
Posted: Sat Jul 10, 2010 8:23 am
by e3di
Nice plugin.. I have been testing it for a couple of hours now and here are some comments
When I click on the menu item it jumps place in the menu bar. Now I am not sure if this is because I have the Maxwell exporter menu item too but it basically push the maxwell item to the other side of the window item.
In the export configuration menu resolution is spelt wrong.
Personally I would ditch all the menu's and just have the pop up, it just seems to complicate things.
Apart from that all works great, I get the camera exporting and the materials although the UV's (when using projections such as cubic) don't seem to translate across.
Nice work.
Cheers
Neil
Re: modo > Octane / Export Script v1.01
Posted: Sat Jul 10, 2010 12:09 pm
by stenson
I'll try to clear up some thing.
quote from refractive:
""
The octane render philosophy is to put as much as possible with regards to configuring a modeled scene in real time, in it's standalone interface.
Export scripts are thus not meant to be true plugins or full exporters, they are minimal,
should be as simple and small as possible, and are only helpers to get a few things into octane like camera settings,
and controlling octane for animation.
""
And I think tis is totally right and agree 100% with them.
So the limitation of getting things over are the obj format itself. And in some regards also how modo supports it. So getting things like environment over is not supported. Also the ability to have multiple UVs is a thing that's not supported in the obj format. When i get the time, i'll do some in depth testing to se whats really supported in the obj format and not.
To get diffuse textures over, you can NOT have any spaces in the path to the texture.
With that said, the main important things like tags and color to separate materials are supported and is coming over without any problems. So you can do the things octane is meant to do, setting up your materials and getting that stunning result.
Regarding converting Fstop to Aperture Diameter, i think this formula will do the trick:
Diameter = FocalLength / Fstop
Regarding the menu. The thought was to just have a popup window. But I think it's important to think about workflow. And a popup is not always the best ways to change settings. Sometimes you want a popover under your mouse that goes aways when you mouse away. And sometimes you just want to get into the menu and press render. So I'm trying to think of all the ways possible, so you're not limited to one workflow.
Thank you all for the feedback. Please keep on testing and reporting bugs!
How about some modo animations rendered in octane?
Cheers and thanks!
Re: modo > Octane / Export Script v1.01
Posted: Sat Jul 10, 2010 2:43 pm
by PhilLawson
Thanks Fredrik - I'll give this a test as soon as possible! If you launch Octane via the python subprocess class, it will allow the script to capture more errors if needed.
Still, congrats for the work put in so far!
Phil
Re: modo > Octane / Export Script v1.01
Posted: Sat Jul 10, 2010 8:28 pm
by timbarnes
It's great to see this! I have been successful with simple scenes, but I have trouble with more complex ones. I have one case where modo appears to hang (at least Windows thinks so). If I can cut it down to a reasonable size I'll make it available for testing.
I also make extensive use of the asset library provided by modo, but the path to these resources (including the textures) is via C:\Program Files (x86)\... which of course includes spaces, and many of the texture names include spaces as well.
Would it be possible to gather all the texture files and move them into a folder designated by the user (which obviously would be chosen not to have spaces in the pathname), and then to have the textures renamed to replace spaces with underscores ("_") or something similar?
I'm using modo and Octane for architectural rendering mainly: it would be a great pity if we can't make use of all the great materials provided by Luxology!
Thanks again for giving us something to work with.
tim
Re: modo > Octane / Export Script v1.01
Posted: Sun Jul 11, 2010 9:08 am
by stenson
timbarnes wrote:It's great to see this! I have been successful with simple scenes, but I have trouble with more complex ones. I have one case where modo appears to hang (at least Windows thinks so). If I can cut it down to a reasonable size I'll make it available for testing.
I also make extensive use of the asset library provided by modo, but the path to these resources (including the textures) is via C:\Program Files (x86)\... which of course includes spaces, and many of the texture names include spaces as well.
Would it be possible to gather all the texture files and move them into a folder designated by the user (which obviously would be chosen not to have spaces in the pathname), and then to have the textures renamed to replace spaces with underscores ("_") or something similar?
I'm using modo and Octane for architectural rendering mainly: it would be a great pity if we can't make use of all the great materials provided by Luxology!
Thanks again for giving us something to work with.
tim
It's going to take a while to convert a large complex scene, cause the whole scene gets frozen before export, just so that all you transformation will render in octane. You can avoid this by not using sub-patched objects or deformers. Then your scene will get quicker to convert. Also obj is a pretty heavy format, so it's going to take some time to save complex scenes.
If you're having a lot of files scattered in places with with spaces in the file path, I suggest that you're using one of the following to collect your scene.
mm_Collect (
http://www.modonize.com/Scripts/124.aspx)
modoArchiver (
http://www.cgmstudios.com/pages/software.asp) - will be available soon.
you'll get better result by using the octane materials in octane, and modo materials in modo. I'm sure octane soon will have a great material library as well!
cheers
Re: modo > Octane / Export Script v1.01
Posted: Tue Jul 13, 2010 4:55 am
by timbarnes
Thanks: I've tried mm_collect: it doesn't seem to work consistently, but it's better than nothing. It doesn't rename the files, however, which is a pain. I think the answer may be as you say to rely on Octane materials. I'm still pretty much a neophyte at this: I just watched the textures tutorial today.
I think an Octane material library will be key, but for now I can assign simple materials (basically colors) in modo and then edit materials in Octane. I'm not sure how this will work re UVs, however, as I assume that will still need to be set up in modo.
tim
Re: modo > Octane / Export Script v1.01
Posted: Tue Jul 13, 2010 5:46 am
by El Burritoh
This is working very well on my end, Fredrik! Can't thank you enough for all your hard work...
Re: modo > Octane / Export Script v1.01
Posted: Tue Jul 13, 2010 9:24 am
by sjogren
Its working well for me to, I had some problems with large scenes that made everything hang, probably I had some heavy meshes that was subD,
and I had some strange crashes, in octane when it started, that i did not understand, but deleting my modo config file made it work again?
Can you in modo see if some polygons are in subd rather than go trough the scene in the viewport, if its big, or can it be made to have an option in the plugin if it will freeze or not?