Re: Octane MODO issues
Posted: Fri Sep 18, 2015 5:17 am
Yes - mix material nodes are the best way to simulate MODO's group masking feature. Although I noticed today that edge rounding doesn't work with mixed materials (edge rounding has been a little iffy it seems...maybe it's the normal map vmaps that most CAD files have that is goofing it up).
Seth - I would decide at the outset of a project if you're going to go all 'Octane Override' or all 'On-the-fly'. Regarding your 'one item with many variations' issue it would probably be easier to just duplicate the Octane override of the materials you know are changing (like the color of a plastic shell) and key the visibility on and off on the timeline. I'm guessing a lot of the materials don't change (screws are still stainless steel...wires are still black plastic...etc). Then you can just go through the timeline to render out the variations (frame 1 is red shell/blue accents, frame 2 is white shell/pink accents...etc). That's what I'd do at least.
Paul - I did notice if you go back in and re-name a material group in the shadertree (and change the name of the ptag in the process) you will get a bunch of errors. I'm guessing the ovveride is looking for a schematic workspace with the old name of the material group (or something like that).
I'm also noticing a some HUGE 'loading scene into Octane' rendertimes. 5 minutes of loading a CAD file into Octane while rendering for 30 seconds is a bad tradeoff. It (afaict) has everything to do with the number of items in the scene. So if I take a scene with 300 items and convert all the instance into meshes and merge a bunch of meshes the 'loading into Octane' time will go down from 5min to 15 seconds. I'm guessing this is a MODO issue since MODO is horrible at everything that relates to a large number of items.
-Greg
Seth - I would decide at the outset of a project if you're going to go all 'Octane Override' or all 'On-the-fly'. Regarding your 'one item with many variations' issue it would probably be easier to just duplicate the Octane override of the materials you know are changing (like the color of a plastic shell) and key the visibility on and off on the timeline. I'm guessing a lot of the materials don't change (screws are still stainless steel...wires are still black plastic...etc). Then you can just go through the timeline to render out the variations (frame 1 is red shell/blue accents, frame 2 is white shell/pink accents...etc). That's what I'd do at least.
Paul - I did notice if you go back in and re-name a material group in the shadertree (and change the name of the ptag in the process) you will get a bunch of errors. I'm guessing the ovveride is looking for a schematic workspace with the old name of the material group (or something like that).
I'm also noticing a some HUGE 'loading scene into Octane' rendertimes. 5 minutes of loading a CAD file into Octane while rendering for 30 seconds is a bad tradeoff. It (afaict) has everything to do with the number of items in the scene. So if I take a scene with 300 items and convert all the instance into meshes and merge a bunch of meshes the 'loading into Octane' time will go down from 5min to 15 seconds. I'm guessing this is a MODO issue since MODO is horrible at everything that relates to a large number of items.
-Greg