Re: Support for material assignment by Selection Set - I put this to the Modo devs, and they have got back to me with a potential solution. However, I'm not sure it is viable for Octane, it will take more memory, and is not trivial to implement, so I will put this on the back-burner for the time being and re-visit once everything is done in a month or two.
You currently need to have the Modo camera -> Film Back -> Film Fit set to “Overscan”? I will be looking at a solution for this, but in summary, if you are not in Overscan, Modo is adjusting the "fov" when rendering, but not adjusting the "Angle of View" property, so the plugin cannot easily pickup the "fov" to use.The Octane viewport in Preview mode doesn't seem to respect either the horizontal or vertical FOV of the MODO render.
If the default "on the fly" material conversion is working for a particular material, there is no need to add an Octane Override.Can you tell me, is it expected that I should have to create overrides for most materials?
If you feel the plugin is not converting the material correctly, let me know the conversion parameters (ie. which Modo properties covert to which Octane material pin values) and I will code accordingly. The current material conversion rules are in the manual http://render.otoy.com/manuals/Modo/?page_id=35. For a metal material, you will probably want an Octane glossy with a hgiher than default "index". Check the LiveDb for Metal material samples.I was trying to do a test for each of the basic types of materials and could not get metal to work. The IOR is inaccessible unless the shader is transparent, and Octane requires the IOR on glossy materials to make metallic shaders?
Can you provide more details pls? I'm not sure which "zoom" you are referring to. And which "window" do you mean? Is "render window" the Modo render window, Modo preview window or Octane Viewport?Also can we please have a reset zoom button? And a resize window to fit render size?
The render window is so frustrating to inspect the image with, that I simply avoid navigating in it.
Thanks
Paul