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

Posted: Wed Feb 11, 2015 7:20 am
by face_off
A video on the 2.20 and 2.21 features.

[vimeo]http://www.vimeo.com/119302514[/vimeo]

Paul

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

Posted: Wed Feb 11, 2015 10:17 am
by Dmi3ryd
Paul many thanks for new release and amazing video. I finally figured out how to use render layer passes.
Only one thing I can not understand why to see render layer passes we need to activate alpha channel?

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

Posted: Wed Feb 11, 2015 10:42 am
by face_off
Only one thing I can not understand why to see render layer passes we need to activate alpha channel?
Hi Dmitry - some of the shadow passes are alpha channel only - so need the Kernel Alpha Channel enable to render correctly.

Paul

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

Posted: Wed Feb 11, 2015 11:35 am
by Dmi3ryd
Now i understand why. Ok thanks! :)

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

Posted: Fri Feb 20, 2015 3:31 am
by Tharso
Hi Paul,

How can I stop refreshing octane material message, all the time?


Tkss

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

Posted: Fri Feb 20, 2015 3:58 am
by face_off
How can I stop refreshing octane material message, all the time?
Hi - I'm not quite sure what msg you are referring to - can you post a screenshot pls? Is it happening on all scenes - or just some?

Thanks

Paul

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

Posted: Fri Feb 20, 2015 1:39 pm
by Tharso
face_off wrote:
How can I stop refreshing octane material message, all the time?
Hi - I'm not quite sure what msg you are referring to - can you post a screenshot pls? Is it happening on all scenes - or just some?

Thanks

Paul
Image

When I start a clean scene, Idont get this message but when I bring some models it happens always when I do some material changes. I dont understant at all, with modo materials it happens and when I add octane override material it stop. With my dual xeon it is laggier then an old 3930k.. its drive me crazy =).. sry my english

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

Posted: Sat Feb 21, 2015 7:00 am
by face_off
When I start a clean scene, Idont get this message but when I bring some models it happens always when I do some material changes. I dont understant at all, with modo materials it happens and when I add octane override material it stop. With my dual xeon it is laggier then an old 3930k.. its drive me crazy =).. sry my english
How long does it take to refresh pls? If you just change a pin value (like changing a color or a value) is it showing the refresh? Would it be possible to send me a scene where this happens, so I can take a closer look?

Paul

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

Posted: Sun Feb 22, 2015 11:41 pm
by Tharso
face_off wrote:
When I start a clean scene, Idont get this message but when I bring some models it happens always when I do some material changes. I dont understant at all, with modo materials it happens and when I add octane override material it stop. With my dual xeon it is laggier then an old 3930k.. its drive me crazy =).. sry my english
How long does it take to refresh pls? If you just change a pin value (like changing a color or a value) is it showing the refresh? Would it be possible to send me a scene where this happens, so I can take a closer look?

Paul
I will send to you the file.

Thanks

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

Posted: Mon Feb 23, 2015 12:51 am
by Tharso
Hi Paul,

When I have Hdr in texture environment and modo material I get that long refreshing octane material, but with sunlight I dont get refreshing octane material. Sometimes with texture environment and octane override material it dont happens, than I think that it is not because the large scene and I have 2 gtx 980.

is that normal?

thanks