Page 2 of 63
Re: OctaneRender for Modo 3.02 [TEST]
Posted: Mon Jul 18, 2016 10:20 am
by face_off
How can I change the environment map texture in octane from pure white to the 4 color gradient? Yeah it works if I use an HDRI map but if I just add layer or just use the default environment material map its pure white even if I change the zenith sky and ground and nadir color.
I'm sorry - but Octane does not support this. It provides either IBL support, or Daylight (which has 2, not 4 colors).
Paul
Re: OctaneRender for Modo 3.02 [TEST]
Posted: Mon Jul 18, 2016 10:25 am
by face_off
2. The 3.03 loads 9 seconds even with an empty scene. Isn't it loo long?
This is normal for the first render each time you start Modo - since the plugin needs to authenticate Octane.
3. When I open modo (empty scene) and go to Octane Render tab and then 'Octane Kernel' and try to drag the first available 'Octane/Modo Render Camera' channel Octane crashes.
I will look into this. Someone indicated this was a bug in an older version of Modo. Which Modo version are you using pls?
EDIT: It is crashing for me if I drag the Render Camera from the Render item in the Shader Tree - so this is a crash in Modo unrelated to the plugin. I suggest you report it to TheFoundry.
I added another camera but when I choose it from the camera modo list the viewport does not change.
You need to change the /Render/ Camera - which you can do via the Kernel panel, or the Render Camera property of the Render item in the Shader Tree.
Paul
Re: OctaneRender for Modo 3.02 [TEST]
Posted: Mon Jul 18, 2016 10:43 am
by smicha
face_off wrote:2. The 3.03 loads 9 seconds even with an empty scene. Isn't it loo long?
This is normal for the first render each time you start Modo - since the plugin needs to authenticate Octane.
3. When I open modo (empty scene) and go to Octane Render tab and then 'Octane Kernel' and try to drag the first available 'Octane/Modo Render Camera' channel Octane crashes.
I will look into this. Someone indicated this was a bug in an older version of Modo. Which Modo version are you using pls?
EDIT: It is crashing for me if I drag the Render Camera from the Render item in the Shader Tree - so this is a crash in Modo unrelated to the plugin. I suggest you report it to TheFoundry.
I added another camera but when I choose it from the camera modo list the viewport does not change.
You need to change the /Render/ Camera - which you can do via the Kernel panel, or the Render Camera property of the Render item in the Shader Tree.
Paul
I am using Modo 10.1.
As for the camera - now I get it. Thank you.
Re: OctaneRender for Modo 3.02 [TEST]
Posted: Tue Jul 19, 2016 2:19 am
by Visualize
face_off wrote:How can I change the environment map texture in octane from pure white to the 4 color gradient? Yeah it works if I use an HDRI map but if I just add layer or just use the default environment material map its pure white even if I change the zenith sky and ground and nadir color.
I'm sorry - but Octane does not support this. It provides either IBL support, or Daylight (which has 2, not 4 colors).
Paul
Ah okay. Back to hdri it is then.
Re: OctaneRender for Modo 3.03.2 [TEST]
Posted: Tue Jul 19, 2016 7:20 am
by face_off
I have updated the installers at the top of this thread with:
3.3.2.111
- Compiled with Octane 3.03.2
- Added Camera->Far Clip Depth
- Added Camera->Stereo->Swap Eyes
- The Octane NodeGraph window now closes whenever you perform an action back in Modo. This resolves a crash situation
3.2.0.110
- You can now clear the Kernel->Background Filename and the background image will be removed from the Octane Viewport
- Fixed potential crash situation when deleting material masks from the Shader Tree in Modo10.1v1
- The Create Octane Emitter command now uses the light name for the emitter mesh and material name
- Fixed issue where Front Projection was only working in some situations when World Coordinates was ticked
- Added Use Modo Clipped Distance to the Octane Camera settings (to auto-set the Octane Near Clip Depth)
Paul
Re: OctaneRender for Modo 3.03.2 [TEST]
Posted: Tue Jul 19, 2016 7:23 am
by smicha
Thanks Paul.
Re: OctaneRender for Modo 3.03.2 [TEST]
Posted: Tue Jul 19, 2016 1:03 pm
by OlaHaldor
I see no mention of Pascal / GTX 1080 GPU support in the modo plugin release. Will it work, like with the standalone?
I'm not home for a few days yet, but I'm really longing to get going with Octane again being over a month away from it.
Re: OctaneRender for Modo 3.03.2 [TEST]
Posted: Tue Jul 19, 2016 1:24 pm
by face_off
OlaHaldor wrote:I see no mention of Pascal / GTX 1080 GPU support in the modo plugin release. Will it work, like with the standalone?
I'm not home for a few days yet, but I'm really longing to get going with Octane again being over a month away from it.
Yes, the latest release will work with the Pascal GPU's.
Paul
Re: OctaneRender for Modo 3.03.2 [TEST]
Posted: Thu Jul 21, 2016 2:07 pm
by Tharso
When I click on edit node graph, octane nodegraph dont open if I create a new material and keep the octane viewport open.
Re: OctaneRender for Modo 3.03.2 [TEST]
Posted: Thu Jul 21, 2016 11:40 pm
by face_off
When I click on edit node graph, octane nodegraph dont open if I create a new material and keep the octane viewport open.
Yes, that's correct - you need the material (Octane Override) to be being used in the scene before it can be edited. I will try to remove this limitation in the next month or so.
Paul