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Re: OctaneRender for Modo (Windows) 2.06 [TEST]
Posted: Fri Sep 05, 2014 7:20 am
by v1adut
face_off wrote:I configured the layout as you see now, my problem is that when I want to edit one material, that is octane based, the octane setup pops up and my tab makes it usless. Can you make an optional layout with a switch button on the octane setup. I am not talking about aesthetics now, just utility, too many windows.
The reason for the pop is that Modo crashes if you add an Octane Override without the Schematic open. If there is no way in a Modo plugin to determine if the Schematic is actually open. So the solution it to open the Octane Setup layout (so the plugin can determine if the Setup layout is open, which it knows contains the Schematic). If the Schematic is in a panel or tab (rather than a popup), the plugin has no way to determine if the Schematic is actually open - so Modo may crash.
So, yes, I would love to incorporate your suggestions. However not at the risk of Modo crashing.
The current implementation is the most robust way I could implement the plugin. It is not perfect - but it is robust. I think to improve the plugin workflow from a UI perspective, it would need some improvements to the Modo API (which TheFoundry are providing all the time - so it will potentially possible in the future).
Sorry for putting a damper on your idea....it's just I have invested a lot of time getting the plugin to it's current state - and I need to be very careful to not regress.
Paul
Hi Paul I understand, maybe you can chat with thefoundry about this plugin issues.
Re: OctaneRender for Modo (Windows) 2.06 [TEST]
Posted: Fri Sep 05, 2014 7:22 am
by v1adut
I very much appreciate your work, because of your plugin I can use octane without the hassle and extra steps to go the stand alone octane.
Cheers,
VLad
Re: OctaneRender for Modo (Windows) 2.06 [TEST]
Posted: Sun Sep 07, 2014 2:48 am
by face_off
maybe you can chat with thefoundry about this plugin issues.
I have had a number of discussions with TheFoundry Modo devs on this. However they also need to ensure Modo remains stable and robust, so big changes cannot be made overnight.
Paul
Re: OctaneRender for Modo (Windows) 2.06 [TEST]
Posted: Mon Sep 08, 2014 4:58 pm
by funk
Hey Paul. I was having some issues where connecting/disconnecting nodes wasnt updating the material in the viewport.
I PMed you with a stripped down scene
I think the problem is that materials inside item masks arent triggering an update and require a manual viewport reload
Re: OctaneRender for Modo (Windows) 2.06 [TEST]
Posted: Mon Sep 08, 2014 5:51 pm
by funk
Paul I'm also noticing issues where changing field values is not triggering viewport updates if you TAB out of a field.
Here is one example (but it's happening in many places):
1. Open the octane setup window
2. Open the octane viewport
3. Click the environment button and change power to .1 and press TAB <<<< The viewport doesnt update
4. Change power to .2 and press ENTER << Now the viewport updates.
Re: OctaneRender for Modo (Windows) 2.06 [TEST]
Posted: Mon Sep 08, 2014 10:22 pm
by face_off
Thanks Funk
I will check out your PM. Regarding hitting the 'tab' key - in most cases, only the 'Enter' key triggers a 'channel change' event in Modo - the tab key won't do that, so the plugin doesn't know the channel value has changed.
Paul
Re: OctaneRender for Modo (Windows) 2.06 [TEST]
Posted: Tue Sep 09, 2014 12:04 am
by face_off
Regarding hitting the 'tab' key - in most cases, only the 'Enter' key triggers a 'channel change' event in Modo - the tab key won't do that, so the plugin doesn't know the channel value has changed.
EDIT to this..../most/ of the time the tab key is generating 'channel change' events - however /sometimes/ it does not. If you notice a modo setting which auses this - let me know, and I will report it to TheFoundry.
EDIT2: If you 'tab' then task swap out of Modo, the channel change event is processed. So it looks like a Modo UI issue - where the field need to "loose focus" in order to generate the change event. I will report this. In the meantime, press 'Enter' to update the Viewport when changing a channel value.
Paul
Re: OctaneRender for Modo (Windows) 2.06 [TEST]
Posted: Tue Sep 09, 2014 12:06 am
by funk
face_off wrote:If you notice a modo setting which auses this - let me know, and I will report it to TheFoundry.
What do you mean by "modo setting"?
Re: OctaneRender for Modo (Windows) 2.06 [TEST]
Posted: Tue Sep 09, 2014 3:32 am
by face_off
Funk - I think I've been able to isolate the 2 issues above. Can you pls try:
2.6.0.26
- Resolved issue where updating an Octane material which was in a group with an item tag in the Shader Tree was stop the Viewport updating
- Resolved issue where pressing 'tab' (instead of 'enter') would not process the channel change in the Octane Veiwport
http://render.otoy.com/customerdownload ... _64bit.exe
Paul
Re: OctaneRender for Modo (Windows) 2.06 [TEST]
Posted: Tue Sep 09, 2014 1:55 pm
by funk
face_off wrote:Funk - I think I've been able to isolate the 2 issues above. Can you pls try:
2.6.0.26
- Resolved issue where updating an Octane material which was in a group with an item tag in the Shader Tree was stop the Viewport updating
- Resolved issue where pressing 'tab' (instead of 'enter') would not process the channel change in the Octane Veiwport
http://render.otoy.com/customerdownload ... _64bit.exe
Paul
I'm testing this out and the TAB issues seems to be fixed. You also fixed the stripped sample scene I sent, but its giving me lots of errors on the real scene. If I try to add an override into a material mask that is inside an item mask, I get an error to check the event log
errors like this:
"The NaughtOne_Portion_3_Seat_Sofa_Two_Arms.lxl (2):NaughtOne_Portion_Fabric (10) Octane material was updated but could not be found in the Octane scene."
It seems the node group name is not matching the override and material name.
EDIT: If I remove all item masks then the errors go away, so the problem lies in the way you deal with item masks.