Page 2 of 19
Re: OctaneRender for Modo (Windows) 2.0 [TEST]
Posted: Sat Jun 14, 2014 10:12 pm
by face_off
Great work! The only thing I've come across so far is that animating the Focal Depth for the camera in Octane Settings doesn't render out to an animated sequence, it just stays with what is set for the first keyframe. I noticed that I had to turn on "Load all frames into Octane" to get it to render out an animated camera move, and I couldn't remember if that was true before. But that still didn't fix the focal depth issue, even though you could see it changing when scrubbing the timeline. I even checked "Reload Materials Each Frame" hoping it would force it to recalculate but it didn't.
When I implemented the option to export an animation to Octane Standalone (via ABC in ORBX) I unfortunately broken the camera animation when rendering in Modo. I am working on it now and hope to have everything fixed in the next 24hrs.
Paul
Re: OctaneRender for Modo (Windows) 2.0 [TEST]
Posted: Sat Jun 14, 2014 10:26 pm
by face_off
Hi René. If you can send me a link to the trial version of Power Translators I will take a closer look.
Paul
Re: OctaneRender for Modo (Windows) 2.0 [TEST]
Posted: Sun Jun 15, 2014 9:27 am
by cuffi
face_off wrote:Hi René. If you can send me a link to the trial version of Power Translators I will take a closer look.
Paul
Hi Paul,
there is no link...I had to ask TheFoundry sales for the trial. It is then appeared in my account...so I can't give it to you.
René
Re: OctaneRender for Modo (Windows) 2.0 [TEST]
Posted: Sun Jun 15, 2014 9:56 am
by cuffi
face_off wrote:Hi René. If you can send me a link to the trial version of Power Translators I will take a closer look.
Paul
Hi Paul,
there is no link...I had to ask TheFoundry sales for the trial. It was then appeared in my account...so I can't give it to you.
René
Re: OctaneRender for Modo (Windows) 2.0 [TEST]
Posted: Sun Jun 15, 2014 11:21 am
by face_off
there is no link...I had to ask TheFoundry sales for the trial. It was then appeared in my account...so I can't give it to you.
Have you tried with Modo801 SP1 yet?
Re: OctaneRender for Modo (Windows) 2.0 [TEST]
Posted: Sun Jun 15, 2014 7:36 pm
by cuffi
face_off wrote:there is no link...I had to ask TheFoundry sales for the trial. It was then appeared in my account...so I can't give it to you.
Have you tried with Modo801 SP1 yet?
Yes...same problem...
Re: OctaneRender for Modo (Windows) 2.0 [TEST]
Posted: Mon Jun 16, 2014 7:46 am
by face_off
I have refreshed the installer at the top of this thread with:
2.0.10.17
- If the Maximum Vertices limit is reached when loading a scene into Octane, and popup error is now displayed
- Performance improvement changing the color of an Octane RGB Color node whilst the Viewport is open on a big scene
- When the Viewport is open, if all Octane materials need to be reloaded (after modifying a Modo Material for example), a progress indicator now appears
- Material and geometry updates are now not sent to the Octane scene if the render is Paused. Instead they are queued up and applied when you Resume
- Fixed issue where the camera path (and other camera attributes) were not being exported when using the "octane.command exportAlembic" command
- "Load All Frames Into Octane" no defaults to OFF
- Rendering animations with "Load All Frames Into Octane" is now correctly animates the Octane camera
Next up will be trying to get animated image sequences working, and looking at the plugin working along-side Power Translators.
Paul
Paul
Re: OctaneRender for Modo (Windows) 2.0 [TEST]
Posted: Mon Jun 16, 2014 10:41 am
by face_off
I figured out the problem. I had installed a trial version of the new Power Translators plugin. After deinstallation of the Power Translators Plugin the Octane for MODO plugin is running fine again...It seems the plugins are interfering...kind of.
I have escalated this issue to TheFoundry.
Paul
Re: OctaneRender for Modo (Windows) 2.0 [TEST]
Posted: Mon Jun 16, 2014 4:27 pm
by v1adut
Hi Paul, is Motion blur implemented in Octane 2.0 plug in?
Is there a way to make octane plug in look into the project folder instead of the local drive folder, because if I change the location of the progject, all image links are broken, and I have to relink everything in order to make it work with octane. In modo if I do this, then I tell modo where is the missing file, and it does look for others in the same location.
Re: OctaneRender for Modo (Windows) 2.0 [TEST]
Posted: Mon Jun 16, 2014 6:12 pm
by riggles
v1adut wrote:Is there a way to make octane plug in look into the project folder instead of the local drive folder, because if I change the location of the progject, all image links are broken, and I have to relink everything in order to make it work with octane. In modo if I do this, then I tell modo where is the missing file, and it does look for others in the same location.
Would a temporary workaround be to connect the MODO filename node to the Octane texture instead of specifying the filename in the texture node itself? That way when MODO relocates the image file, the correct path should be sent to your Octane materials. I think.