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Re: OctaneRender for Modo 3.03.4 [TEST]

Posted: Thu Sep 22, 2016 11:16 am
by face_off
I had change my file names various styles. like "normal_1001", "egg_normal_1001", "eggnormal1001".....all efforts are failed.

I don't know why can't apply it..and modo octane render always texts same message...

I solved this problem manually.

i use 'image still->uv->udim' option.

handling manually udim U and V coordinate and uv textures.

but still want to handle auto ways like your tutorial..
Sorry you had problems with this. I just rechecked the format - and it looks like it would need to be "normal.1001.png" (sorry for the incorrect information above). I haven't been able to find a definitive definition of the filename format anywhere, so I am just working on the information from https://help.thefoundry.co.uk/modo/902/ ... kflow.html.

Paul

Re: OctaneRender for Modo 3.03.4 [TEST]

Posted: Thu Sep 22, 2016 1:10 pm
by yaseunghee
WOW. Its works!.

Thank you Paul so much!

I really appreciate to you.

Now i will made all my Udim file names like that!

Re: OctaneRender for Modo 3.03.4 [TEST]

Posted: Sun Oct 02, 2016 6:05 am
by MrFurious
Hi Paul just a quick one: is there any possibility of having support for Render Booleans? Or perhaps any other way of performing simple non destructive booleans which Octane can support. (I played around with Mesh fusion a little but only works on subD's)

Many thanks,
Dino.

Re: OctaneRender for Modo 3.03.4 [TEST]

Posted: Tue Oct 04, 2016 2:10 am
by face_off
Hi Paul just a quick one: is there any possibility of having support for Render Booleans? Or perhaps any other way of performing simple non destructive booleans which Octane can support. (I played around with Mesh fusion a little but only works on subD's)
The Modo API does not provide any means to extract boolean operations on mesh geometry - so I don't think this is possible. When I tested this with the Render Cache, it also did not provide the geometry with the boolean operation applied, so I submitted a bug report to TheFoundry, which I'm not sure was ever fixed. So you could try with the Render Cache enabled to double check.

Paul

Re: OctaneRender for Modo 3.03.4 [TEST]

Posted: Fri Oct 14, 2016 2:19 am
by MrFurious
Hi Paul I wonder if it's possible to bring back the 'default' settings. I constantly find myself having to setup octane to my liking. I realise I could save a 'preset' scene but this isn't always practical ie opening another file or opening an FBX scene.

Cheers,
Dino.

Re: OctaneRender for Modo 3.03.4 [TEST]

Posted: Fri Oct 14, 2016 2:24 am
by Uhlhorn
face_off wrote:… so I submitted a bug report to TheFoundry, which I'm not sure was ever fixed.
The Foundry is not fixing bugs in Modo. This is the problem! I was waiting for some fixes many many years. And other bugs are not fixed until today. :-(

Re: OctaneRender for Modo 3.03.4 [TEST]

Posted: Fri Oct 14, 2016 2:26 am
by face_off
Hi Paul I wonder if it's possible to bring back the 'default' settings. I constantly find myself having to setup octane to my liking. I realise I could save a 'preset' scene but this isn't always practical ie opening another file or opening an FBX scene.
The issue with "default" settings is that Modo treats defaults in an odd way - in that if you set a "default" Max Samples to 1000, if you create a scene, save to .LXO then open that scene on another PC, Modo will treat the Max Samples as "default" rather than 1000, so will use the default on the PC you are opening the scene on. This creates a lot of problems if you transfer scenes between different systems, or send a scene to me to track down a bug. So I would prefer to avoid using the Modo default system if possible.

Paul

Re: OctaneRender for Modo 3.03.4 [TEST]

Posted: Fri Oct 14, 2016 2:29 am
by face_off
The Foundry is not fixing bugs in Modo. This is the problem! I was waiting for some fixes many many years. And other bugs are not fixed until today.
TheFoundry seem to be focused on adding new features without breaking existing functionality. So if a new feature causes a bug in an existing function they will promptly fix the bug. Unfortunately the Render Cache API does not fall in this category and has had some major issues which were reported a long time ago.

Paul

Re: OctaneRender for Modo 3.03.4 [TEST]

Posted: Fri Oct 14, 2016 2:37 pm
by Uhlhorn
Paul, the network rendering bug was unfixed from 701 to 902. When I began to stress The Foundry their Forum, they brought a fix.
https://community.thefoundry.co.uk/disc ... 926&page=4

The bezier deformer bug is unusable until today. And the bezier deformer came with Modo 801 (I think).
http://community.thefoundry.co.uk/discu ... 6&p=822455

The many bugs in Modo’s rendering are unfixed until today. They are reported in December 2015. This is the reason I purchased Octane. ;-)
http://community.thefoundry.co.uk/discu ... 3&t=118413

Re: OctaneRender for Modo 3.03.4 [TEST]

Posted: Mon Oct 17, 2016 7:19 am
by Dmi3ryd
Could you tell me please did latest build is works fine with modo 10.2 ?