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

Posted: Tue Mar 17, 2015 3:34 pm
by Tharso
How can I use material picker without leaving render region in octane? When I choose one other get out.


Thanks

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

Posted: Tue Mar 17, 2015 6:30 pm
by face_off
How can I use material picker without leaving render region in octane? When I choose one other get out.
This is not currently possible because the plugin would not know if you were clicking to change the render region or clicking to select a material.

Paul

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

Posted: Tue Mar 17, 2015 7:26 pm
by Tharso
ok thanks,, maybe in the future?

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

Posted: Tue Mar 17, 2015 7:41 pm
by face_off
Yes, I am revamping the whole UI and Viewport at the moment. I will see what can be done.

Paul

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

Posted: Tue Mar 17, 2015 11:17 pm
by Tharso
Very Nice! Tks Paul !

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

Posted: Thu Mar 19, 2015 3:44 pm
by v1adut
face_off wrote:Yes, I am revamping the whole UI and Viewport at the moment. I will see what can be done.

Paul
Aha, so good news. Thanks Paul. Thank you for nurturing the GUI.

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

Posted: Sun Mar 22, 2015 8:06 am
by v1adut
Hi Paul,

I see you are busy working on the modo interface and I really do not want to interrupt that,but I have a questions. Does octane work with replicators that uses points to position geometry from simulation? I am asking because it seems it does not read that data from the replicator.


Cheers,
Vlad

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

Posted: Sun Mar 22, 2015 12:32 pm
by face_off
Does octane work with replicators that uses points to position geometry from simulation? I am asking because it seems it does not read that data from the replicator.
That current version does not read particle positions from simulations, however the current version I am testing does - but it might be a few weeks before it is available - since there are a lot of other changes.

Paul

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

Posted: Sun Mar 22, 2015 5:51 pm
by v1adut
face_off wrote:
Does octane work with replicators that uses points to position geometry from simulation? I am asking because it seems it does not read that data from the replicator.
That current version does not read particle positions from simulations, however the current version I am testing does - but it might be a few weeks before it is available - since there are a lot of other changes.

Paul
Hi Paul, thank you for the answer.

Cheers,
Vlad

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

Posted: Mon Mar 23, 2015 2:51 pm
by sgtprobe
If I'm not completely mistaken, I remember reading that you were going to implement Modos native fur to render in Octane at some point.

Is that still something you have in your pipeline? I'm using the workaround by freezing the fur into geometry, but would love to be able to use the Modos fur controls instead, would make things alot easier at times.

Other than that, basically no issues for the kind of work I usually do.

Cheers!

/Jonas