I have refreshed the installers at the top of this thread with:
2.23.2.81
- Fixed crash resulting from activating an already activated plugin
- Fixed issue where saving images with special characters in the filename or folder name were not working
- Converted the nodeGraph and udimNodeGraph nodes from XmlString format to a custom format for storing in the .lxo files to get arond the 63k character limit. Previously saved nodeGraph node in .lxo files will be lost
- NodeGraph an UdimNodeGraph nodes now have a Copy to Clipboard and Paste from Clipboard to transfer Octane nodes in XML format in and out of these nodes (and to/from Octane Standalone)
2.23.2.80
- Preferences->User Modo Render Cache now defaults to OFF for Modo901
- Fixed issue where the replicator transforms were being sourced from frame 0 rather than the current timeline frame
- All Octane commands are now in the "octane" category in the F5 Commands tab
- Added octane.createUdim command to load UDIM files in place of an Image or AlphaImage node (see separate video posted in the Otoy forums). This is experiment functionality at the moment.
- Fixed issues associated with the calculation of the Film Offset when "Use Modo Film Offset" was ticked
- Fixed lock-up when closing the Viewport on Modo801 when network rendering
- Added "Use Modo Environment Power" and "Use Modo Environment Rotation" properties to the Octane Environment panel
- Fixed issue when ticking Kernel->Keep Environment was not working correctly
- Added 'command octane.saveMeshInstances filename:csv_filename' to save all the instances of the currently selected Mesh or Replicator item to a CSV file for loading into a Scatter node in Octane Standalone of the OctaneRender for Nuke plugin. Does not export replicator particle instances
Thanks
Paul
OctaneRender for Modo (Linux) 2.24.2 [TEST]
Moderator: face_off
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
I have refreshed the installers at the top of this thread with:
2.24.0.83
- Fixed crash introduced in 2.24.0.82 related to support of Selection Sets
2.24.0.82
- Compiled with Octane 2.24
- Added the Modo command line panel to the OctaneRender layout
- Fixed issue where Imager and Post Proc settings were not being saved to the defaults file
- Zooming the Viewport (with the mouse wheel) in Modo901 now also zooms the background image
- Added support for masking by Selection Set and Part in Shader Tree groups. This means there are some special characters that should NOT be used in group names - being ':', '~' and '%'
Paul
2.24.0.83
- Fixed crash introduced in 2.24.0.82 related to support of Selection Sets
2.24.0.82
- Compiled with Octane 2.24
- Added the Modo command line panel to the OctaneRender layout
- Fixed issue where Imager and Post Proc settings were not being saved to the defaults file
- Zooming the Viewport (with the mouse wheel) in Modo901 now also zooms the background image
- Added support for masking by Selection Set and Part in Shader Tree groups. This means there are some special characters that should NOT be used in group names - being ':', '~' and '%'
Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
I have refreshed the installers at the top of this thread with:
2.24.1.87
- Fixed issue where in some situations, non-Live meshes would use the "Texture" UV Vertex map rather than the assigned map
- Fixed an issue related to resolving UV map names for static meshes, hair strand geometry and meshes with Load Cage enabled
- When rendering an animation, you can now select a non-beauty pass prior to starting the animation, and that pass will be saved to the resulting png/exr files. Remember to change the output filename so that you don't overwrite your beauty pass files when doing this. A more complete solution for outputing separate render passes will be in a future release
- Image and Post Proc property/channel changes no more quickly update the viewport
- Saving the Viewport or an animation to Multi-layer EXR now saves UN-TONEMAPPED (ie. Linear color space). So your existing scenes that did save renders Tonemapped, will not save then tonemapped when you load into this release of the plugin
- Added Multi-layer EXR (32/64bit) Tonemapped options to the Viewport save and animation save format
- Fixed issue where the Kernel->Polygon Displacement setting was effecting displacement maps when Use Modo Render Cache was OFF
2.24.1.86
- Compiled with Octane 2.24.1
- Added command "octane.renderStatus ?" which returns true if the render has finished (ie. samples == max samples)
- You can now directly plug Modo Material colors into Octane RGB Color, Octane Greyscale Color and Octane Float Value nodes. See https://youtu.be/fN9H_x_pDpQ for details
- Fixed bug where only 2 (rather than Octane maximum of 3) UV maps could be used. Pls see https://youtu.be/rvuFI3okFwA for details.
2.24.0.85
- Zooming the Viewport with the mouse wheel now zooms on the mouse position
- Add a warning message if there are any '~',':' or '%' characters in Shader Tree group names. These characters are used for Selection Set and Part support, so should not be used in Group names
- Changed the conversion of Modo Luminous Intensity to Octane Emitter Power
- Fixed further problem with Modo Offsets not being applied correctly
- Changed the Viewport color scheme to match Modo render viewport
- The Modo Material Diffuse Amount is now used as the Octane Diffuse Image Power
- Modo numerical properties/channels can be connected to Octane Float nodes if via a sub-assembly. This is an undocumented workaround - intended for advanced users only.
2.24.0.84
- Fixed issue where if Film Fit = Fill, the plugin was not calculating the Octane Camera Offset correctly
Thanks
Paul
2.24.1.87
- Fixed issue where in some situations, non-Live meshes would use the "Texture" UV Vertex map rather than the assigned map
- Fixed an issue related to resolving UV map names for static meshes, hair strand geometry and meshes with Load Cage enabled
- When rendering an animation, you can now select a non-beauty pass prior to starting the animation, and that pass will be saved to the resulting png/exr files. Remember to change the output filename so that you don't overwrite your beauty pass files when doing this. A more complete solution for outputing separate render passes will be in a future release
- Image and Post Proc property/channel changes no more quickly update the viewport
- Saving the Viewport or an animation to Multi-layer EXR now saves UN-TONEMAPPED (ie. Linear color space). So your existing scenes that did save renders Tonemapped, will not save then tonemapped when you load into this release of the plugin
- Added Multi-layer EXR (32/64bit) Tonemapped options to the Viewport save and animation save format
- Fixed issue where the Kernel->Polygon Displacement setting was effecting displacement maps when Use Modo Render Cache was OFF
2.24.1.86
- Compiled with Octane 2.24.1
- Added command "octane.renderStatus ?" which returns true if the render has finished (ie. samples == max samples)
- You can now directly plug Modo Material colors into Octane RGB Color, Octane Greyscale Color and Octane Float Value nodes. See https://youtu.be/fN9H_x_pDpQ for details
- Fixed bug where only 2 (rather than Octane maximum of 3) UV maps could be used. Pls see https://youtu.be/rvuFI3okFwA for details.
2.24.0.85
- Zooming the Viewport with the mouse wheel now zooms on the mouse position
- Add a warning message if there are any '~',':' or '%' characters in Shader Tree group names. These characters are used for Selection Set and Part support, so should not be used in Group names
- Changed the conversion of Modo Luminous Intensity to Octane Emitter Power
- Fixed further problem with Modo Offsets not being applied correctly
- Changed the Viewport color scheme to match Modo render viewport
- The Modo Material Diffuse Amount is now used as the Octane Diffuse Image Power
- Modo numerical properties/channels can be connected to Octane Float nodes if via a sub-assembly. This is an undocumented workaround - intended for advanced users only.
2.24.0.84
- Fixed issue where if Film Fit = Fill, the plugin was not calculating the Octane Camera Offset correctly
Thanks
Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
I have refreshed the installers at the top of this thread with:
2.24.2.88
- Compiled with Octane 2.24.2
- Change scale zooming in the Viewport from Smooth to Sharp interpolation
- Fixed crash when rendering curves in the Modo901 version of the plugin
- Fixed issue where the Glossy "Roughness" value would convert to a number higher than 1.
Paul
2.24.2.88
- Compiled with Octane 2.24.2
- Change scale zooming in the Viewport from Smooth to Sharp interpolation
- Fixed crash when rendering curves in the Modo901 version of the plugin
- Fixed issue where the Glossy "Roughness" value would convert to a number higher than 1.
Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question