I just installed the plugin and noticed it also tries to load in 601 with an error. You can make the following change to index.cfg so it only loads in 701+
Hi Funk. Good suggestion. I actually added this to the cfg a month or so ago (to make SP4 a requirement), and the XML gave problems on OSX, but it should be on the Windows version. I will actually use
, since anything less than SP4 does not work well.
the default environment is set to texture with an RGB color input (it allows you to quickly change the color of the background). In the modo plugin there's no way to set this up.
This is planned for implementing in the next release or two. It is probably less confusing if there is an RGB color in the Octane Texture Environment properties, rather than picking it up form the Modo environment.
UPDATE: I see that you actually have channels for "Texture (Octane) R/G/B" in the environment channels, but this isnt exposed anywhere in the GUI (why not?).
Editing the Octane Environment channels in the Schematic is not currently supported - but may be implemented in the future. I'm not sure whether having the Environment as a node where you can plug anything into it is better than having a (more) complete "Octane Environment" properties pages (as is currently implemented) yet.
1. Add 2 sphere items
2. Give each a different material (ball1 and ball2)
3. Select ball one in the shader tree and add an octane override
4. The setup window pops up, so reselect the override in the shader tree then press "instance octane override" in the setup window
5. In the shader tree drag the new instance to the ball2 material
6. Open the octanerender viewport. Everything looks ok (2 identical spheres)
7. Select the original override in the shader tree and change the settings on the glossy material
You are right. I think this is because the feeder node (diffuse material) of the source override is being deleted and then recreated (as a specular material) and this is all automated and tripping up the Modo instancing system (since it only the OVERRIDE which is instanced - all the other nodes are actually one set of nodes connected to the input of the source and instance Override). This is definitely something I never considered. The intended workflow is you change the diffuse to a specular, THEN instance the material, rather than instance then change the material type. There is not a simple fix for this - but I will look into it in more detail to see what can be done.
Small errors in "Octane viewport controls" tooltips:
Fixed in the next release.
Disabling material masks in the shader tree is not working correctly. The material in the mask is still being displayed by octane
Fixed in the next release.
Problem 1:
eg. I set my range from frame 0 to 60 (thats actually 61 frames)
Octane saves filenames modo_animation1.png to modo_animation60.png (it only saves 60 frames), so the last frame of the animation is missing.
I will fix this. I'm enhancing the animation system so a popup panel opens to indicate an animation is rendering, and the number of frames progressed so far, so I will do the above change at the same time.
Problem 2:
The naming convention should use the modo frame number and start at 0 to avoid any confusion. This would also allow us to re-render specific frames if needed while keeping the correct file name (instead of auto restarting from 1). It would also be nice to use zero padded numbers. It would be even nicer to use modo's output pattern under the render item > output pattern.
Ys, I will change it to be 0 based. The output pattern is not a simple thing to implement, so I'll add it to the long-term list.
Problem 3:
There is no way to set an output path per scene (only a global setting in modo preferences). Octane overwrites previous frames in that directory too.
This makes it very easy to accidentally overwrite animation frames from another scene... ouch
I could move the output path out of the preferences, and into the Kernel properties - then it would be specific to each scene.
I am also working on rectifying some other issues. So you know what's already in the next release, the notes so far are:
1.33.0.48
- Added Octane Camera option to use the Modo focus distance to set the Octane focus distance, and the Modo Fstop to set the Octane aperture
1.33.0.47
- Texturemap filenames with special characters will now load correctly into the Octane scene
- Shader Tree groups which are disabled (ie. not visible) are now correctly ignored by the Octane scene
- The plugin now supports Octane and Modo materials in the Shader Tree Library folder.
- Fixed issue where material tags were not being processed correctly when converting materials
- Limitation - changing the Polygon Tag on a material group does not cause the material to be reloaded in Octane. This is scheduled to be fixed in the next major release of Modo.
There is also an issue with replicators with "Incl Child Items" ticked, and with material groups within groups not working correctly, which have a high priority at the moment (since they are bugs rather than enhancements).
Paul