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Re: OctaneRender for Modo SCRIPTS
Posted: Thu Jan 05, 2023 1:27 am
by rubberchicken
The render passes script works great. A couple of questions:
-Could this be implemented in the plugin?
-Can you add a user input for file save location and file type instead of hard coding?
Re: OctaneRender for Modo SCRIPTS
Posted: Mon Jan 09, 2023 3:47 am
by face_off
rubberchicken wrote:The render passes script works great. A couple of questions:
-Could this be implemented in the plugin?
-Can you add a user input for file save location and file type instead of hard coding?
Hi.
> Could this be implemented in the plugin?
It could, although I tend to think it's a script that each user will tweak to meet their specific needs, so I think it's better as something that is run separately. You can add a button to run this script to the OctaneRender layout if you need.
> Can you add a user input for file save location and file type instead of hard coding?
Try this!
Code removed - please see
viewtopic.php?f=34&t=78755&p=421892#p421892 for latest version.
Thanks
Paul
Re: OctaneRender for Modo SCRIPTS
Posted: Wed Jan 11, 2023 8:33 am
by rubberchicken
Sorry I forgot to subscribe to the topic! This works great except it is splitting the name I enter, putting the last character after the pass name. So my entered file name is "Test", my pass is "Colour". What I end up with is "Tes_Colourt.png". I feel this must be an easy fix but I cannot read python. I will make a button for this. I use passes a great deal and this is hugely useful.
Re: OctaneRender for Modo SCRIPTS
Posted: Thu Jan 12, 2023 4:51 am
by face_off
rubberchicken wrote:Sorry I forgot to subscribe to the topic! This works great except it is splitting the name I enter, putting the last character after the pass name. So my entered file name is "Test", my pass is "Colour". What I end up with is "Tes_Colourt.png". I feel this must be an easy fix but I cannot read python. I will make a button for this. I use passes a great deal and this is hugely useful.
I couldn't actually reproduce this error. What is the full path that you are saving to please?
Thanks
Paul
Re: OctaneRender for Modo SCRIPTS
Posted: Thu Jan 12, 2023 7:21 am
by rubberchicken
Just to the desktop, not strange paths. Also tried to a couple of other locations.
Re: OctaneRender for Modo SCRIPTS
Posted: Thu Jan 12, 2023 10:23 am
by face_off
Post removed...
Paul
Re: OctaneRender for Modo SCRIPTS
Posted: Thu Jan 12, 2023 11:46 pm
by rubberchicken
My bad, the original script works fine. I was not typing in the file suffix as I thought this was being picked up from octane. Thanks again!
Re: OctaneRender for Modo SCRIPTS
Posted: Mon Jan 16, 2023 2:03 pm
by Mr_Uzu
The problem with this method (as with other like create a workspace - was lookign for something similar as usually i have tons of other assemblies and such- for octane materials etc) is that then one cannot easily move/copy node to the other via schematic context commands as those assemblies/workspaces for materials are no longer visible.
I'll be still looking for some way to make scene tidy so if i will find something will share

Cheers,
Mat
Re: OctaneRender for Modo SCRIPTS
Posted: Fri Jan 20, 2023 12:59 am
by face_off
rubberchicken wrote:My bad, the original script works fine. I was not typing in the file suffix as I thought this was being picked up from octane. Thanks again!
Thanks - I will remove my potential fix above to avoid confusion.
Paul
Re: OctaneRender for Modo SCRIPTS
Posted: Sat Feb 04, 2023 12:02 am
by rubberchicken
Render passes are ignoring pass visibility. Using Modo native or Vray it is extremely useful to be able to toggle off a pass using the little camera icon in the groups panel. Say you have a dozen passes but three of them you do not need to run, it can save a lot of wasted time. When I run the script for Octane it renders all passes ignoring that state.