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Re: OctaneRender for Modo 3.03.3 [TEST]
Posted: Mon Sep 05, 2016 6:55 am
by MrFurious
Smicha I've found the best way to do this is drag and drop your mesh/item and disregard the octane errors. Then to copy and paste your material across including the Octane override, simply save the shader for that mesh item as a preset (works with shader hierarchy's also) then import that preset into your new scene and it should all work.
I can elaborate on this if you need, let me know.
Cheers,
dino.
Re: OctaneRender for Modo 3.03.3 [TEST]
Posted: Mon Sep 05, 2016 7:06 am
by smicha
MrFurious wrote:Smicha I've found the best way to do this is drag and drop your mesh/item and disregard the octane errors. Then to copy and paste your material across including the Octane override, simply save the shader for that mesh item as a preset (works with shader hierarchy's also) then import that preset into your new scene and it should all work.
I can elaborate on this if you need, let me know.
Cheers,
dino.
Thanks. This is exactly the way I do it.
Re: OctaneRender for Modo 3.03.4 [TEST]
Posted: Tue Sep 06, 2016 2:11 am
by face_off
I have updated the installers at the top of this thread with:
3.3.4.113
- Fixed crash when setting the Modo Blur Length to 0
- Fixed issue where of the Modo camera DOF effect is disabled the plugin would not disable dof rendering
- Resolved error where a Volume Medium NodeGraph node was not being connected to the Volume geometry
- Resolve crash caused by "Ghost" Instance items
- Fixed issue where Modo Mesh OCS/ORBX proxies were not loading the Octane material correctly if there was a gradient node in the OCS/ORBX file.
- Fixed issue where enabling Load Cage on a Mesh whilst Octane is rendering may result in a crash
Thanks
Paul
Re: OctaneRender for Modo 3.03.4 [TEST]
Posted: Tue Sep 06, 2016 5:59 am
by smicha
Thank you Paul.
Re: OctaneRender for Modo 3.03.4 [TEST]
Posted: Tue Sep 06, 2016 6:25 am
by MrFurious
Hi Paul, was wondering if 'box' mapping will be supported anytime soon? I'm sure I recall with version 2xx of the plugin Cubic mapping wasn't implemented yet, but I was able to use Box mapping.
Cheers,
Dino.
Re: OctaneRender for Modo 3.03.4 [TEST]
Posted: Tue Sep 06, 2016 6:30 am
by smicha
MrFurious wrote:Hi Paul, was wondering if 'box' mapping will be supported anytime soon? I'm sure I recall with version 2xx of the plugin Cubic mapping wasn't implemented yet, but I was able to use Box mapping.
Cheers,
Dino.
Dino,
do you mean box projection?
Re: OctaneRender for Modo 3.03.4 [TEST]
Posted: Tue Sep 06, 2016 6:49 am
by MrFurious
smicha wrote:MrFurious wrote:Hi Paul, was wondering if 'box' mapping will be supported anytime soon? I'm sure I recall with version 2xx of the plugin Cubic mapping wasn't implemented yet, but I was able to use Box mapping.
Cheers,
Dino.
Dino,
do you mean box projection?
Ah, sneaky., missed that. Cheers Smicha.
Any way to feed in the Modo Box projection values into the octane one?
Re: OctaneRender for Modo 3.03.4 [TEST]
Posted: Tue Sep 06, 2016 6:54 am
by smicha
There is a new video by Paul of how to apply modo values to octane values. Please look at his latest video.
Re: OctaneRender for Modo 3.03.4 [TEST]
Posted: Tue Sep 06, 2016 7:07 am
by MrFurious
I think this is the video you're referring to, It all makes sense I just can't figure out how to apply it in this case
Re: OctaneRender for Modo 3.03.4 [TEST]
Posted: Tue Sep 06, 2016 7:21 am
by smicha
MrFurious wrote:I think this is the video you're referring to, It all makes sense I just can't figure out how to apply it in this case
I'll try it today later on.