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Re: OctaneRender for Modo (Windows) 2.20 [TEST]

Posted: Fri Jan 30, 2015 1:26 pm
by Rafael-Vallaperde
Thank you Paul, will try to zip it today(as soon as i get some time) and flick it over. :)

Question:

how can i export the scene to octane standalone? i though there was a button to export it, but can't find it anywhere.
EDIT:nevermind, found it!

Cheers!

Re: OctaneRender for Modo (Windows) 2.20 [TEST]

Posted: Sat Feb 07, 2015 2:38 pm
by v1adut
Hi Paul,

Here are two feature requests.

1. Can you make the plugin read the roughness from modo material, currently it does not.

2. Can you link the plugin to work with substance designer plugin for modo. This plugin basically renders dynamic materials to bitmpap images feeding the modo render diffuse, specular, roughness, bump, hight, specular textures. This will boost me workflow to skyrocket. I prefer to think materials in substance designer. Can you do a little research? The plugin is free.


Please please... :)

Re: OctaneRender for Modo (Windows) 2.20 [TEST]

Posted: Mon Feb 09, 2015 8:16 pm
by funk
v1adut wrote: 1. Can you make the plugin read the roughness from modo material, currently it does not.
This already works, but you need to enable "blurry reflections" on the modo material. I always have "match specular" and "blurry reflections" enabled.

In earlier versions, roughness worked without "blurry reflections" enabled, but someone asked Paul to change it to match the modo preview better.

Since modo has specular highlighting (fake light reflections) as well as reflections, Octane can't actually match preview in the same way.

Re: OctaneRender for Modo (Windows) 2.20 [TEST]

Posted: Tue Feb 10, 2015 6:00 am
by face_off
2. Can you link the plugin to work with substance designer plugin for modo. This plugin basically renders dynamic materials to bitmpap images feeding the modo render diffuse, specular, roughness, bump, hight, specular textures. This will boost me workflow to skyrocket. I prefer to think materials in substance designer. Can you do a little research? The plugin is free.
I had a look at this previously - but at the moment I cannot recall the outcome. After I get the plugins up to 1.21.1 I will take another look.

Paul

Re: OctaneRender for Modo (Windows) 2.21.1 [TEST]

Posted: Tue Feb 10, 2015 12:59 pm
by face_off
I have refreshed the installer at the top of this thread with:

2.21.1.53
- Compiled against Octane 2.21.1 (see Standalone release notes for details)
- Added Light Passes (you can now assign a Light Pass to each Emitter, and then view each light pass as a Render Pass).
- Added Out-of-Core Textures settings to the Cuda panel - where texturemaps can now be stored in CPU/Motherboard RAM if graphic card VRAM is full. The render statistic panel shows the out-of-core statistics. NOTE: Due to some rounding issues, the Headroom and Limit values are incorrectly displayed in the Cuda panel - this will be fixed in a future release of the Octane API.
- Added "Cube Map" project type to the Spherical Camera. Stereo rendering of panoramic images is not yet supported - pls export to Octane Standalone if you need to do this
- Fixed issue where turning on Blurry Reflections and then turning off Match Specular would cause an incorrect roughness to be calculated for the Octane material

Paul

Re: OctaneRender for Modo (Windows) 2.21.1 [TEST]

Posted: Tue Feb 10, 2015 1:05 pm
by face_off
2. Can you link the plugin to work with substance designer plugin for modo. This plugin basically renders dynamic materials to bitmpap images feeding the modo render diffuse, specular, roughness, bump, hight, specular textures. This will boost me workflow to skyrocket. I prefer to think materials in substance designer. Can you do a little research? The plugin is free.
There doesn't appear to be a Modo801 version of Substance Designer. And I cannot see a free version listed.
http://www.thefoundry.co.uk/products/mo ... esigner-4/
https://www.allegorithmic.com/products/ ... signer#buy
Am I looking at the right plugin?

Paul

Re: OctaneRender for Modo (Windows) 2.21.1 [TEST]

Posted: Tue Feb 10, 2015 2:29 pm
by portnicki
Hey Paul,

long time no see ;)

I see this is considered as a bug alredy here: http://render.otoy.com/manuals/Modo/?page_id=959

"Dragging a Mesh Item from one Modo scene to another does not copy the Octane Override for the materials of that Mesh Item. This issue is being worked on."

BUT, is there any way around?

I have a mesh in one scene which has a pretty comcplicated Octane Override and I really would appreciate if I didn't have to re-create it from scratch in the other scene. Is there any workaround? How do I move the Octane material override from one scene to another? I'll be ok with moving just the over-ride, without the mesh.

Re: OctaneRender for Modo (Windows) 2.21.1 [TEST]

Posted: Tue Feb 10, 2015 8:49 pm
by funk
face_off wrote:There doesn't appear to be a Modo801 version of Substance Designer.
Paul you'll need this: MODO 801 Plugin Open Beta

This is the official page, but doesnt seem to have the latest builds: https://www.allegorithmic.com/substance-modo

Re: OctaneRender for Modo (Windows) 2.21.1 [TEST]

Posted: Tue Feb 10, 2015 9:32 pm
by face_off
I see this is considered as a bug alredy here: http://render.otoy.com/manuals/Modo/?page_id=959

"Dragging a Mesh Item from one Modo scene to another does not copy the Octane Override for the materials of that Mesh Item. This issue is being worked on."

BUT, is there any way around?

I have a mesh in one scene which has a pretty comcplicated Octane Override and I really would appreciate if I didn't have to re-create it from scratch in the other scene. Is there any workaround? How do I move the Octane material override from one scene to another? I'll be ok with moving just the over-ride, without the mesh.
As per the 2.20.0.51 release notes, you can now copy and paste materials between scenes. I have updated the manual to reflect this.

Code: Select all

- Added "Copy Material" and "Paste Material" buttons to the Octane Override item properties (under the "Edit in Schematic" button in Texture Layers) to handle copying of Octane Overrides within and between scenes.  You can also use the "octane.materialMacro pasteMaterial" to paste into the select Shader Tree group
Paul

Re: OctaneRender for Modo (Windows) 2.21.1 [TEST]

Posted: Tue Feb 10, 2015 9:52 pm
by funk
face_off wrote: - Fixed issue where turning on Blurry Reflections and then turning off Match Specular would cause an incorrect roughness to be calculated for the Octane material
I just tested the blurry reflections change and there are a few issues. Some are subjective because modo has separate spec and reflection. There is no way octane can always match what preview shows because octane only has a single reflection channel. If you want octane and modo to match, then you must always enable "conserve energy", "match specular" and "blurry reflections".

Anyway, here are the issues I noticed:
1. 'Roughness' now works when 'match specular' is disabled. This is actually how we had it originally. It's not right or wrong, just different from your last build. Maybe it's better this way?
2. If 'match specular' is off, 'reflection amount' > 0 and 'blurry reflection' is OFF, octane is still blurs reflections, but modo does not


Here's some pseudo code on how I think it should work:

Code: Select all

if match specular == OFF and reflection amount == 0 and blurry reflection == OFF
    // This one is subjective and you changed it in this newer build
    // I would leave it like this for now
    
    octane should use roughness

if match specular == OFF and reflection amount > 0 and blurry reflection == OFF
    // This is incorrect. It should be:
    
    set octane roughness to 0

if match specular == ON and blurry reflection == OFF
    // You already have this correct
    
    set octane roughness to 0

if match specular == OFF and reflection amount > 0 and blurry reflection == ON

   octane should use roughness