Page 15 of 26
Re: OctaneRender 2020 for Modo [TEST and STABLE]
Posted: Wed Feb 03, 2021 2:46 am
by Tharso
xolotl just inmport all textures from painter direct in modo, just it.. but you can do an option to convert all these textures including metallic texture direct in universal material.. do it..please
Re: OctaneRender 2020 for Modo [TEST and STABLE]
Posted: Thu Feb 04, 2021 5:00 pm
by Tharso
the workflow with the substance plugin is with sbsar and not with imported textures, outside that limits the adjustments. To ignore a basic conversion in any other program for universal material connecting color in albedo and metallic in metallic is to go against the most basic and logical reasoning possible.
Re: OctaneRender 2020 for Modo [TEST and STABLE]
Posted: Fri Feb 05, 2021 3:34 am
by face_off
Tharso wrote:the workflow with the substance plugin is with sbsar and not with imported textures, outside that limits the adjustments. To ignore a basic conversion in any other program for universal material connecting color in albedo and metallic in metallic is to go against the most basic and logical reasoning possible.
I am really sorry, but I am fully focused on implementing the core Octane 2020.2 functionality into the plugin at the moment.
Paul
Re: OctaneRender 2020 for Modo [TEST and STABLE]
Posted: Fri Feb 05, 2021 2:58 pm
by Tharso
face_off wrote:Tharso wrote:the workflow with the substance plugin is with sbsar and not with imported textures, outside that limits the adjustments. To ignore a basic conversion in any other program for universal material connecting color in albedo and metallic in metallic is to go against the most basic and logical reasoning possible.
I am really sorry, but I am fully focused on implementing the core Octane 2020.2 functionality into the plugin at the moment.
Paul
All right Paul, when you have time take a look at this please, it would be a great time saver.
thx
Re: OctaneRender 2020 for Modo [TEST and STABLE]
Posted: Wed Feb 10, 2021 2:11 pm
by leblanc980
face_off wrote:I am still working on it. The changes for Octane 2020.2 are significant, and changing with each RC release, so it's probably still a week or two away.
Paul
Hi Paul,
Any update on the 2020.2 release? Can we get an updated timeframe?
Thank you again.
Re: OctaneRender 2020 for Modo [TEST and STABLE]
Posted: Thu Feb 11, 2021 2:44 am
by face_off
I have updated the installers at the top of this thread with:
2020.2.0.165
- Compiled with Octane 2020.2
- Added the following Octane 2020.2 nodes : Null Material, 3 Composite AOV nodes, Chaos Texture, Composite Texture and the 7 new Utility Textures
- The Image AOV node is not implemented yet
- The following nodes from Octane 2020.2 are not planned for implementing : Cinema 4D Noise, Scatter In Volume, Scatter On Surface
- The Composite AOV Group pin has been added to the Rendertarget, and contains up to 8 inputs. Drag Kernel->Composite OAV Group property onto the Schematic and plugin in Compsite AOV nodes as required. The render needs to be restarted in order to see the AOV as an option in the Select Render Pass combo box
- Changed the Save Image save options. Please see the Save Image button for details
- Changed the Kernel->Animation->Save options to match the new Save Image options. Previous Animation Save options will be lost when loading old scenes
- Removed the Progressive Save options from Preferences->Octane
- Selecting the render pass from the Render Passes panel has been removed. Instead now use the Render Pass selection drop-down box on the Octane toolbar
- The "Save to OCS/ORBX" command has changed from "octane.save ocs" to "octane.saveFrame"
- Octane OCIO functions are NOT included in this release, but should be available in the next release
- Added Nested Dielectrics to the Kernel nodes, and the corresponding Priority pins to the Material nodes
- The Volumetric Spotlight now has the new Octane 2020.2 Spotlight Distribution automatically added
As this is the first Octane 2020.2 release of the Modo plugin, and there have been a lot of changes, please do not use for production work yet.
Thanks
Paul
Re: OctaneRender 2020 for Modo [TEST and STABLE]
Posted: Thu Feb 11, 2021 6:11 am
by blockmind
face_off wrote:I have updated the installers at the top of this thread with:
2020.2.0.165
- Changed the Save Image save options. Please see the Save Image button for details
- Changed the Kernel->Animation->Save options to match the new Save Image options. Previous Animation Save options will be lost when loading old scenes
Thanks for you hard work and this release Paul!
I think, because of the changes you stated above, when opening an old scene I can't access kernel options. It gives the error "Animation Save Color (oct...) - Command Disabled", and the modo crashes.
Is there any workaround to access old scenes' kernel options by (maybe) overriding the animation save options somewhere?
Edit: Oh, I see that kernel options cannot be accessable at all on my PC. Even in a new scene. Anyone?
Update: I managed to access the kernel options by presing the kernel settings icon with "ALT". It still gives the same error, but at least modo doesnt crash and I can change the settings. Animation tab somehow broken. Gives the same error everytime. And also it's not looking possible to save animation renders on this release. It gives an error on each frame. Here is the octane log of it
Code: Select all
FileName::existsAsDirectory() can be called only on absolute file names
can't open '' for writing.
failed to save render
Re: OctaneRender 2020 for Modo [TEST and STABLE]
Posted: Thu Feb 11, 2021 6:43 am
by face_off
blockmind wrote:face_off wrote:I have updated the installers at the top of this thread with:
2020.2.0.165
- Changed the Save Image save options. Please see the Save Image button for details
- Changed the Kernel->Animation->Save options to match the new Save Image options. Previous Animation Save options will be lost when loading old scenes
Thanks for you hard work and this release Paul!
Because of the changes you stated above, when opening an old scene I can't access kernel options. It gives the error "Animation Save Color (oct...) - Command Disabled", and the modo crashes.
Is there any workaround to access old scenes' kernel options by (maybe) overriding the animation save options somewhere?
Edit: Oh, I see that kernel options cannot be accessable at all on my PC. Even in a new scene. Anyone?
Update: I managed to access the kernel options by presing the kernel settings icon with "ALT". It still gives the same error, but at least modo doesnt crash and I can change the settings. Animation tab somehow broken. Gives the same error everytime. And also it's not looking possible to save animation renders on this release. It gives an error on each frame. Here is the octane log of it
Code: Select all
FileName::existsAsDirectory() can be called only on absolute file names
can't open '' for writing.
failed to save render
I cannot reproduce this error. It could be because I sent you an easier test release. Can you please try deleting your Modo*.CFG file?
Thanks
Paul
Re: OctaneRender 2020 for Modo [TEST and STABLE]
Posted: Thu Feb 11, 2021 7:13 am
by blockmind
I tried but no luck. I also deleted everything on this folder: AppData\Roaming\Luxology
Made a clean install of both Modo and Octane modo plugin.
Now I can access the kernel settings by clicking the icon, but when I select the animation tab on octane settings, it crashes as before. This also happens on a blank new scene.
I use Modo 14.2v2 btw. I attached a crashlog.
Re: OctaneRender 2020 for Modo [TEST and STABLE]
Posted: Thu Feb 11, 2021 9:23 am
by funk
Im seeing the same crash with the animation tab
1. Start in the octanerender layout
2. Click kernel button
3. Select the animation vtab
RESULT: You get a disabled error a few times then a modo crash