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Re: OctaneRender for Modo (OS X) 2.0 [TEST]
Posted: Mon Jun 16, 2014 11:04 pm
by face_off
Sometimes just clicking on the camera menu icon in the viewport controls causes the render to restart.
Yes, I think this is because there was a changed Modo item queued (ie. you change a property but press Tab instead of Enter, so the change does not trigger a "change" event) that was DE-SELECTED when selecting the camera, so the DE-SELECTION triggers a Modo "change" event which propagates through to the Octane scene causing a restart. If there is a way you can find to 100% reproduce this, let me know and I will see if there is a fix for it.
Paul
Re: OctaneRender for Modo (OS X) 2.0 [TEST]
Posted: Mon Jun 16, 2014 11:21 pm
by riggles
face_off wrote:Sometimes just clicking on the camera menu icon in the viewport controls causes the render to restart.
Yes, I think this is because there was a changed Modo item queued (ie. you change a property but press Tab instead of Enter, so the change does not trigger a "change" event) that was DE-SELECTED when selecting the camera, so the DE-SELECTION triggers a Modo "change" event which propagates through to the Octane scene causing a restart. If there is a way you can find to 100% reproduce this, let me know and I will see if there is a fix for it.
Paul
Interesting. Ok, I'll check it out. Thanks~
Re: OctaneRender for Modo (OS X) 2.0 [TEST]
Posted: Wed Jun 18, 2014 5:15 am
by face_off
I have refreshed the installer at the top of this thread with:
2.0.10.18
- If the Modo Material "Blurry Reflection" is OFF, Octane glossy "Roughness" will be set to 0
- Resolved Modo801 issue where node names in the Schematic were being incorrectly named
- Resolved Modo801 issue where loading a clip from the Images tab was resulting in the image having a blank name
- When dragging an image onto the Schematic, if that image has a child Texture Locator in the Shader Tree, that Texture Locator will also be dragged onto the schematic
- OSX: Implemented Viewport Navigation and Render Region
- OSX: Increased the Viewport refresh rate to every 200ms (from once for second)
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
Paul
Re: OctaneRender for Modo (OS X) 2.0 [TEST]
Posted: Wed Jun 18, 2014 5:44 pm
by riggles
face_off wrote:I'm loading that heavy scene I sent you before, and now half of the items which are visible in the scene do not show up in the render viewport.
The issue with that scene is that it is exceeding the Maximum Vertices in the preferences. So increase that preference setting. There is also an issue in that the plugin is only loading up to 1/3 of the Maximum Vertices setting, which I will fix. If the number is exceeded the plugin should put a message in the Modo Event Log, which it is not, which I will fix.
Paul
I'm still getting the issue of only a few elements showing up in my render (that same showroom scene). Doubled the max vertices in the preferences and turned off all the high-poly vehicles in the scene, no difference. Also, I'm not getting an error that says I'm over the max vertex count. So, maybe it's something else.
Re: OctaneRender for Modo (OS X) 2.0 [TEST]
Posted: Wed Jun 18, 2014 10:15 pm
by face_off
I'm still getting the issue of only a few elements showing up in my render (that same showroom scene). Doubled the max vertices in the preferences and turned off all the high-poly vehicles in the scene, no difference. Also, I'm not getting an error that says I'm over the max vertex count. So, maybe it's something else.
The easy way to check is to look at the "Triangles" in the render statistics. It will be approx 1/3 of the Max Vertices in the preferences if you overflowed. Also, what does the Modo Event Log say?
Paul
Re: OctaneRender for Modo (OS X) 2.0 [TEST]
Posted: Thu Jun 19, 2014 12:57 am
by riggles
face_off wrote:I'm still getting the issue of only a few elements showing up in my render (that same showroom scene). Doubled the max vertices in the preferences and turned off all the high-poly vehicles in the scene, no difference. Also, I'm not getting an error that says I'm over the max vertex count. So, maybe it's something else.
The easy way to check is to look at the "Triangles" in the render statistics. It will be approx 1/3 of the Max Vertices in the preferences if you overflowed. Also, what does the Modo Event Log say?
Paul
Nope. I had all the cars turns off and triangles were ~680K, while my max vertices was set to 30M. I turned a vehicle on and it came on, but other parts don't like the floor, walls, etc. The Event Log just has some material warnings that say some materials have a Selection Set tag type (I checked, they don't) yet some of those materials are on objects that load into the render fine. Also, this is the same scene that loaded and rendered completely back with 1.5 plugin.
I don't know if it some weirdness going from a scene created in 1.5 that's now being rendering in 2.0 or what.
Edit: Yea, I really think it's something wrong with the plugin loading some 1.5 scenes into 2.0. I just tried re-opening an early versioned copy of the scene, none of the geometry loads, only the environment HDR.
Re: OctaneRender for Modo (OS X) 2.0 [TEST]
Posted: Thu Jun 19, 2014 2:26 am
by face_off
Nope. I had all the cars turns off and triangles were ~680K, while my max vertices was set to 30M. I turned a vehicle on and it came on, but other parts don't like the floor, walls, etc. The Event Log just has some material warnings that say some materials have a Selection Set tag type (I checked, they don't) yet some of those materials are on objects that load into the render fine. Also, this is the same scene that loaded and rendered completely back with 1.5 plugin.
I don't know if it some weirdness going from a scene created in 1.5 that's now being rendering in 2.0 or what.
Edit: Yea, I really think it's something wrong with the plugin loading some 1.5 scenes into 2.0. I just tried re-opening an early versioned copy of the scene, none of the geometry loads, only the environment HDR.
That scene is loading OK for me (but it's possible I've tweaked the scene since you sent it). Could I pls trouble you to send me a scene that is giving you problems again - and I will investigate.
Paul
Re: OctaneRender for Modo (OS X) 2.0 [TEST]
Posted: Wed Jun 25, 2014 5:04 am
by face_off
I have refreshed the installer at the top of this thread with:
2.1.0.20
- Compiled against Octane 2.01
- Fixed issue where Triangle Wave node had no properties
- Fixed issue where Sine Wave was being interpreted as Saw Wave
- Refreshed all LiveDb presets on the FTP server so they now include Octane 2.0 pins/channels (see the manual for links)
The Windows enhancement below is not yet in the Mac OS X version of the plugin)
- Added "Lock Aspect Ratio" to lock the Viewport aspect ratio to the Modo render aspect ratio
Paul
Re: OctaneRender for Modo (OS X) 2.0 [TEST]
Posted: Fri Jun 27, 2014 4:22 pm
by rojharris
Hmmm. Not sure why but I'm getting a crash every time I quit modo. (801 Latest build). If I drag Octane out of the 'Kits' folder then everything works as normal and no crashes.
The plugin runs fine and so does modo. Just crashes on quit? Anyone else seeing this?
Ta
Re: OctaneRender for Modo (OS X) 2.0 [TEST]
Posted: Fri Jun 27, 2014 7:19 pm
by face_off
Hmmm. Not sure why but I'm getting a crash every time I quit modo. (801 Latest build). If I drag Octane out of the 'Kits' folder then everything works as normal and no crashes.
The plugin runs fine and so does modo. Just crashes on quit? Anyone else seeing this?
I couldn't replicate this - which build of the plugin are you using pls?
Paul