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Re: OctaneRender 2021 for Modo [TEST and STABLE]
Posted: Mon May 09, 2022 8:15 pm
by BartvanDoornik
I also did a video on what I am missing.
Thanks.
Re: OctaneRender 2021 for Modo [TEST and STABLE]
Posted: Tue May 10, 2022 5:08 am
by face_off
BartvanDoornik wrote:I also mentioned this before. The override should do a conversion to Universal material. Metallness doesn’t work now.
So please make an override directly to Universal material.
Bart
Hi Bart. As stated above, if you can provide the conversion rules for the Modo Material properties to the Octane pin values, I can look at incorporating those rules into the plugin.
Thanks
Paul
Re: OctaneRender 2021 for Modo [TEST and STABLE]
Posted: Tue May 10, 2022 9:27 am
by BartvanDoornik
o man, i am not that smart to understand that fully.

Was hoping the video is showing you what is needed.it shows all the changes i need to make to get it working.
Basically when i do a PBR material it has a metallic map aswell. Octane override in Modo does not convert to a metallic map.
We need
Universal material so it can work with PBR metallic maps. So for me all that needs to be changed is do an override conversion to Universal Material so it can also include the metallic map.
Re: OctaneRender 2021 for Modo [TEST and STABLE]
Posted: Tue May 10, 2022 9:44 am
by BartvanDoornik
This video shows the process i would love to see in Modo (from SP to Blender)
https://youtu.be/Ap-gBu-ewEo?t=250
Bassicaly, the maps: _basecolor ; _height ; _metallic : _normal; _opacity ; _roughness needs to be changed to a Universal override.
Linear Gamma is set to 1.0
SRGB gamma is set tot 2.2
Non color gama is set tot 1.0
I did some screenshots which show the correct settings for the nodes.
Thanks.
Re: OctaneRender 2021 for Modo [TEST and STABLE]
Posted: Wed May 11, 2022 9:45 pm
by Tharso
BartvanDoornik wrote:o man, i am not that smart to understand that fully.

Was hoping the video is showing you what is needed.it shows all the changes i need to make to get it working.
Basically when i do a PBR material it has a metallic map aswell. Octane override in Modo does not convert to a metallic map.
We need
Universal material so it can work with PBR metallic maps. So for me all that needs to be changed is do an override conversion to Universal Material so it can also include the metallic map.
yupp... thats it ..
if possible, make all these maps work direct with modo too.. specially metallic map. If doable this plugin will achieve another level !!
Re: OctaneRender 2021 for Modo [TEST and STABLE]
Posted: Fri May 13, 2022 4:26 am
by face_off
This video shows the process i would love to see in Modo (from SP to Blender)
https://youtu.be/Ap-gBu-ewEo?t=250
Bassicaly, the maps: _basecolor ; _height ; _metallic : _normal; _opacity ; _roughness needs to be changed to a Universal override.
Linear Gamma is set to 1.0
SRGB gamma is set tot 2.2
Non color gama is set tot 1.0
I did some screenshots which show the correct settings for the nodes.
Thanks.
I will look into this when doing the Octane 2022.1 version of the plugin.
Thanks
Paul
Re: OctaneRender 2021 for Modo [TEST and STABLE]
Posted: Sat May 14, 2022 7:53 am
by BartvanDoornik
Thanks Paul, that would be great.
Re: OctaneRender 2021 for Modo [TEST and STABLE]
Posted: Tue May 17, 2022 2:58 am
by face_off
I have updated the installers at the top of this thread with:
2021.1.5.186
- Compiled with Octane 2021.1.5
- Moving Octane Overrides between Material Masks no longer causes them to be renamed
- Fixed bug where the Panoramic camera was ignoring Modo DOF settings
- Fixed bug where Image Sequences were not loading correctly for certain timeline frame numbers
- Fixed bug where camera motion blur would not render after scrubbing the timeline
- Added the Octane Light property to Photometric Lights, which when enabled will trigger the plugin to use an Octane Quad Light has the IES file host geometry
- Fixed issue where Toon Ramp Material -> Value pins were add Textures instead of Float Values
- The octane.saveAnimation command no longer exports an additional 2 frames
- Fixed issue where the Daylight Environment was not correctly setting the sun position when scrubbing the timeline
- The Select Render Pass button now displays the current render pass being displayed in the Viewport (if Octane is rendering)
- Fixed the Add Material Pins To Proxy Mesh command (which was not allowing material ndoe connections in the previous versions of the plugin)
- Fixed issue where Replicator Visibility changes were not being applied when rendering an animation or scrubbing the timeline
- Added support for the Modo Texture Locator "Edge" Repeat properties (ie. if both Horizontal and Vertical Repeat is Edge, then the Octane Border Mode is set to "Clamp Value"
- Fixed crash when using the octane.importLocalDb command
Thanks
Paul
Re: OctaneRender 2021 for Modo [TEST and STABLE]
Posted: Tue May 17, 2022 10:56 am
by Gutmann
Paul,
Anyway to make this "correction" to the latest version of Octane, an option in the Octane prefs?
2021.1.5.186 (17-May-2022)
- Moving Octane Overrides between Material Masks no longer causes them to be renamed
I personally found this useful.
Cheers,
Toby
Re: OctaneRender 2021 for Modo [TEST and STABLE]
Posted: Sat May 21, 2022 2:45 am
by face_off
Anyway to make this "correction" to the latest version of Octane, an option in the Octane prefs?
Hi. Can you please explain the need for this to be a preference?
Thanks
Paul