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Re: OctaneRender for Modo (OS X) 2.23.2 [TEST]

Posted: Sun May 31, 2015 8:01 am
by face_off
I have a large particle simulation that I created with Modo and I am desperately waiting for the particle source as input for a replicator for the Octane plugin to render the animation. Any idea when this feature will be supported?
Hi Sebastian - it is in the currently release of the 901 plugin, but not the 801 version (the 801 version uses an earlier version of the Modo API that does not support accessing particles).

Paul

Re: OctaneRender for Modo (OS X) 2.23.2 [TEST]

Posted: Sun May 31, 2015 8:06 am
by face_off
This is the specific release note....

- Added preliminary support for Particle sources for Replicators. This only works where the prototype is a single mesh. Particle size/age is not taking into consideration.

Paul

Re: OctaneRender for Modo (OS X) 2.23.2 [TEST]

Posted: Fri Jun 05, 2015 10:14 pm
by jtmsf
Hi,

I have MODO 801 and Just bought Octane. Am I reading this thread correctly? "MODO 801 API doesn't support accessing particles", and that's it?! I have to buy MODO 901 to have OCTANE rendering particle sources for Replicators?! So it's an impossibility for 801 users? This is a BIG problem.

In modo, It's possible to directly connect the csv point cache node to the replicator's particle source input. If octane can't read the "internal particle data", isn't there a way to get octane to read the CSV sequence and then instance the geometry (all inside MODO 801)?

Thanks for Your help

Re: OctaneRender for Modo (OS X) 2.23.2 [TEST]

Posted: Sat Jun 06, 2015 12:42 am
by face_off
I have MODO 801 and Just bought Octane. Am I reading this thread correctly? "MODO 801 API doesn't support accessing particles", and that's it?! I have to buy MODO 901 to have OCTANE rendering particle sources for Replicators?! So it's an impossibility for 801 users? This is a BIG problem.
The Modo API version that I use for Modo701 & Modo801 doesn't allow a plugin to access particle positions. However the Modo 901 API /does/ provide access to particle data. So your understanding is correct. And with the 901 API it is only providing the particle position, but not the age or size, so it's not perfect (yet). I only added particle data access very recently, so it's new functionality that hasn't been fully tested by users yet.
In modo, It's possible to directly connect the csv point cache node to the replicator's particle source input. If octane can't read the "internal particle data", isn't there a way to get octane to read the CSV sequence and then instance the geometry (all inside MODO 801)?
Maybe. However all this is covered by the Modo901 API, so I'd rather not embark on adding a new feature to the 801 version of the plugin which can already be done by the 901 version - given I would expect the vast majority of Modo users to upgrade to 901 in the near future. I'd rather spend that time developing new and exciting functionality to benefit all users.

So in summary, I think your best option is to update to Modo901.

Paul

Re: OctaneRender for Modo (OS X) 2.23.2 [TEST]

Posted: Wed Jun 10, 2015 10:27 am
by face_off
I have refreshed the installers at the top of this thread with:

2.23.2.77
- Added the Panoramic Camera Stereo Output "Over-Under" option
- Added additional Panoramic Camera cube mapping projections
* Known Issue: When the Use Modo Render Cache preference is enabled, Replicator Prototypes must be visible, otherwise they do not render. This has been reported as a bug to TF.

2.23.2.76
- Fixed issue where the Z Depth render pass default, min and max values where incorrect
- Modo901 : Fixed issue where Replicators were not extracting transforms correctly in some situations
- Added option to save 16bit multi-layer EXR's
- Modo901 : Added the Kernel->Polygon Displacement property, which when enabled, the plugin will load displaced polygons from the Modo 901 render cache, and will not process the Octane Displacement node. This will result in a much slower load time, but allows the loading of procedural displacement maps. Requires the Preferences->Octane->Use Modo Render Cache setting to be enabled. Adjust the number of displacement polygons via the Render->Settings->Geometry Displacement options.
- Fixed issue where certain LiveDb texturemaps had the wrong folder location stored in the Filename property

2.23.2.75
- Fixed issue where pick cursors were not visible in Modo801
- Fixed issue introduced in 2.23.2.74 where material picking was not working
- Modo901 - added Images Palette button and Animation button to the OctaneRender layout toolbar. NOTE: The Image palette is not current working correctly on Modo901 - see Known Issue point 4 at http://render.otoy.com/universe.php#42M ... 0Specifics. That means these buttons also appear on the Viewport toolbar.

2.23.2.74
- The undocumented NodeGraph window is now modeless (so changing node values in this window immediately updates the Modo Octane Veiwport).
- Added "Edit Node Graph" button to the NodeGraph node in the Schematic, allowing you to edit the XML String in the Octane Node Graph. This is available in Modo901 only. Mouseover the button for details.
- Each material is now a separate node graph in Octane. You will only notice this change if you open the scene in Octane Standalone
- Modo901 Added Clips tab to the OctaneRender layout
- Modo901 Material Conversion : If the Modo Material is Physically Based, the Octane roughness will be the Modo roughness sqaured x 2.
- Modo901 Material Conversion : If the Modo Material "Use Refractive Index" is enabled, the Octane Glossy Index is set to the Modo Refractive Index.
- Added the Octane Value Enum node type, which is an integer which can be plugged into Enumerated pin types
- Imager and Postproc properties can now be animated

Paul

Re: OctaneRender for Modo (OS X) 2.23.2 [TEST]

Posted: Fri Jun 26, 2015 7:34 am
by face_off
I have refreshed the installers at the top of this thread with:

2.23.2.79
- Fixed various issues associated with loading and saving defaults setup for the Kernel, Camera and Environment items in Modo901
- Added "Reset Settings to Default" to the Octane Environment panel
- Added the Change Lock button back to the Modo901 Octane toolbar
- Fixed issue where the "Edit in Schematic" button was not working if the "Open OctaneRender Setup Window on Selection" Preference was disabled
- Fixed Image Sequences not working. Note: Image Sequences are only supported on one-the-fly material conversions (ie. not supported in Octane Overrides).
- Added bump map conversion for specular materials
- Fixed issue were on-the-fly material conversion was plugging the Transparency Color into the Opacity instead of the Transmission pin

2.23.2.78
- Changed "octane.command exportAlembic" to "octane.saveAnimation [filename]"
- Fixed minor issues when cancelling an animation in Modo901
- Fixed bug where the octane.materialMacro pasteMaterial command would not paste Specular materials
- Changing the value of "shared" Octane Override nodes now updates all materials using those nodes
- Fixed "Error getting polygon displacement" log message when rendering with displacement in Modo701/801.
- You can now animation the rendering resolution (regardless of the "Use Modo Resolution" checkbox status)
- Defaulted the "Open Setup Window when Override is selected" and "Open Setup Window when Override is created" Preference to OFF for Modo901
- Added the number of triangle with have Displacement to the render statistics
- Fix the matching of Modo CC Subd Boundary Rules with Octane Subd Boundary Interpolation rules

Paul

Re: OctaneRender for Modo (OS X) 2.23.2 [TEST]

Posted: Fri Jul 10, 2015 11:09 pm
by face_off
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)
- Fixed missing pick cursors on OSX

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

Re: OctaneRender for Modo (OS X) 2.24 [TEST]

Posted: Fri Aug 14, 2015 12:07 am
by face_off
I have refreshed the installers at the top of this thread with:

2.24.0.84
- Fixed issue where if Film Fit = Fill, the plugin was not calculating the Octane Camera Offset correctly

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 '%'

NOTE: You will need Cuda driver version 7 for the Octane 2.24 release.

Thanks

Paul

Re: OctaneRender for Modo (OS X) 2.24 [TEST]

Posted: Fri Aug 21, 2015 1:05 pm
by RobSteady
Region Render:
Possible to add selection handles (-> 3ds Max plugin)? Almost impossible to select half of the image; as soon as the mouse pointer is outside of the render it selects nothing.

Re: OctaneRender for Modo (OS X) 2.24 [TEST]

Posted: Mon Aug 24, 2015 12:26 pm
by face_off
Region Render:
Possible to add selection handles (-> 3ds Max plugin)? Almost impossible to select half of the image; as soon as the mouse pointer is outside of the render it selects nothing.
Hi Rob. If you zoom out as far as possible - selecting half the render is doable. But yes, setting the render region to an exact dimension/position is not currently possible. Adding selection handles is going to be a lot of work given the constraints of the Qt system that the viewport uses, and my feeling is that the benefit to users would not justify that level of effort. Another possibility would be to add a command to set the render region (ie. octane.setRenderRegion 100 100 200 200). Would that satisfy your requirement?

Paul