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

Posted: Mon Mar 23, 2015 9:29 pm
by face_off
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.
Yes - I already have a build of this working, but there are still some issues to address, so it will be some time before it is released in the TEST build. But it works very nicely. You will love it!

Paul

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

Posted: Tue Mar 24, 2015 1:23 pm
by sgtprobe
face_off wrote:Yes - I already have a build of this working, but there are still some issues to address, so it will be some time before it is released in the TEST build. But it works very nicely. You will love it!

Paul
Wow, thanks for your answer. Do you have an ETA, or am I pushing it too far now? :P

Cheers!

/Jonas

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

Posted: Tue Mar 24, 2015 8:40 pm
by face_off
Wow, thanks for your answer. Do you have an ETA, or am I pushing it too far now?
Hi Jonas - I can't provide an ETA at this stage - sorry. The change is part of a much larger change - which is going to take time to get running smoothly.

Paul

Re: OctaneRender for Modo (Windows) 2.22.2 [TEST]

Posted: Thu Apr 02, 2015 3:43 am
by face_off
I have refreshed the installer at the top of this thread with:

2.22.2.60
- Compiled with Octane 2.22.2. See Octane Standalone release notes for details
- Addition and modification of stereo and panoramic camera pins to match Octane Standalone
- Added support for multiple (up to 3) UV maps when loading meshes with the Load Cage property ticked.
- Added Thin Lens camera Pixel and Aperture Aspect Ratio pins from Octane 2.22
- Fixed Icon thumbnail colors when saving an Octane material as a preset
- Added option to move the Environment IBL up/down (new pin "IBL Y Translate")
- Changes to the Kit CFG to compatibility with future releases of Modo

Paul

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

Posted: Sat Apr 11, 2015 10:44 am
by cuffi
face_off wrote:Yes, I am revamping the whole UI and Viewport at the moment. I will see what can be done.

Paul
Hey Paul,

if you need some assistance with Icon or design again...let me know!

René

Re: OctaneRender for Modo (Windows) 2.22.2 [TEST]

Posted: Sat Apr 11, 2015 12:24 pm
by face_off
Thanks René.

Some users may have noticed the Modo 801 SP4 release notes at http://community.thefoundry.co.uk/suppo ... tails.aspx includes the following:
SDK: Adds the Rendercache API (beta implementation), allowing SDK developers to access the same rendering data as the internal MODO renderer, exposing the geometry cache and shading information.
This is really an incredibly important change for OctaneRender for Modo users, in that it will allow the plugin to extract geometry directly from what you see in the OpenGl viewport, rather than having to iterate through all the mesh, instance and replicator items in the scene. The Rendercache API allows rendering of geometry from the Fur Shader, and hopefully proxy meshes (untested), which are not currently supported by the plugin. I have a version of the plugin built with the Rendercache API, and the Fur Shader rendering is great. I haven't had time yet to test the proxy mesh rendering. I'm am hopeful that vertex motion blur will also be supported by the Rendercache API in the future. So in summary, a big thank you to the Modo devs for making this available, and there should be a build of the OctaneRender for Modo plugin which works on the new Rendercache shortly (it will however need a later version of Modo than Modo801SP4, since the initial release of the Rendercache is not stable enough for the Octane plugin).

I will post test renders on a new thread I will start in the Modo forum here in the next week.

Thanks

Paul

Re: OctaneRender for Modo (Windows) 2.22.2 [TEST]

Posted: Sat Apr 11, 2015 1:19 pm
by riggles
Great. Thanks Paul. I was happy to see that addition to the SP4 release notes as well. Perhaps this would also add support for more particle uses, such as particle generators on displaced surfaces? It'll be interesting to see what this really makes possible. Look forward to your tests in the MODO forum. But you're saying it won't really be usable until 801 SP5 (if there is one) or MODO 901?

Re: OctaneRender for Modo (Windows) 2.22.2 [TEST]

Posted: Sat Apr 11, 2015 10:21 pm
by face_off
But you're saying it won't really be usable until 801 SP5 (if there is one) or MODO 901?
That is correct.

Paul

Re: OctaneRender for Modo (Windows) 2.22.2 [TEST]

Posted: Fri Apr 17, 2015 8:52 am
by face_off
I have refreshed the installer at the top of this thread with:

2.22.2.66
- Fixed issues with the downloadLiveDb command (and refreshed the downloads in the on-line Manual)
- Fixed issue where Octane IES lights where not pointing in the same direction as the Modo Photometric light that was used to create then
- Photometric lights now convert (via Create Octane Emitter) to geometry which is invisible in the Octane scene
- Fixed issues when multi-selecting Modo lights and then clicking Create Octane Emitter
- Fixed Kernel Save Format combobox hints
- Cleaned up properties displayed when switching between Thin Lens and Panoramic cameras
- Removed Environment max samples pin
- Added Light Pass Id to the Viewport render passes
- Added support for additional control points in the Octane Gradient node. Use the Gradient 2 node and click Edit Gradient to access this.

Paul

Re: OctaneRender for Modo (Windows) 2.22.2 [TEST]

Posted: Fri Apr 17, 2015 7:44 pm
by v1adut
Hi Paul, quick question,

How I should correct make octane render interpret normal maps ?

Do I have to see the gamma to 1,0 or to 2.2.
I am asking this because I am confused, since the value should be linear, yet the image must be colored in order to get the rgb from the normal map.

Second question, how roughness is interpreted by the octane render engine, ... is black 0 roughness, and white 100%, or black is 100%, and white 0 roughness.
I am asking order to insert the info from substance painter to octane render as correct as possible.