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

Posted: Sun Apr 26, 2015 12:39 pm
by v1adut
face_off wrote:Hi Vlad - I just tested TGA files, and they worked OK in the plugin. What specific problem are you having with them pls?

Thanks

Paul
The plug in does not read the files an substance plugin generate inside modo, witch are tga format.

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

Posted: Tue Apr 28, 2015 5:40 am
by face_off
The plug in does not read the files an substance plugin generate inside modo, witch are tga format.
Hi Vlad - I think it's a different issue. The substance plugin it generating texturemaps on the fly, that "look like" normal TGA files, but I think they are a different item type. I can possibly modify the plugin to read the pixels from these bitmaps and load them into Octane. I will investigate in more detail later this week.

Paul

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

Posted: Fri May 01, 2015 5:40 pm
by v1adut
face_off wrote:
The plug in does not read the files an substance plugin generate inside modo, witch are tga format.
Hi Vlad - I think it's a different issue. The substance plugin it generating texturemaps on the fly, that "look like" normal TGA files, but I think they are a different item type. I can possibly modify the plugin to read the pixels from these bitmaps and load them into Octane. I will investigate in more detail later this week.

Paul
This sound awesome ? yes it does. :)

Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]

Posted: Sat May 09, 2015 12:36 am
by face_off
I have refreshed the installer at the top of this thread with:

2.23.2.69
- Compiled with Octane 2.23.2
- Once an animation has finished rendering, a log entry is added to the Modo log indicating the total render time

Paul

Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]

Posted: Fri May 22, 2015 4:32 pm
by LFedit
I don;t know if anyone else is experiencing these issues, but ever since i updated to this plugin version, sometimes (Not always) if I don't hit pause before closing the render window it just goes to not responding and crashes modo. It seems to happen mostly when I have the setup window and the viewport window.

Thanks if anyone has any inight on fixing this.

Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]

Posted: Fri May 22, 2015 4:44 pm
by Rafael-Vallaperde
LFedit wrote:I don;t know if anyone else is experiencing these issues, but ever since i updated to this plugin version, sometimes (Not always) if I don't hit pause before closing the render window it just goes to not responding and crashes modo. It seems to happen mostly when I have the setup window and the viewport window.

Thanks if anyone has any inight on fixing this.
Hey mate,

This started happening here as well, only happens in SP4 though. Started using SP3 and things went back to normal.

another issue is that sometimes the meshes are not being loaded correctly and i have to toggle their visibility for them to show in the render. another SP4 issue.

Cheers

Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]

Posted: Sat May 23, 2015 12:10 am
by face_off
Hi - I installed SP4 but could not replicated these problems. If you have a scene which always has these issues, can you pls send it to me?

Thanks

Paul

Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]

Posted: Sat May 23, 2015 2:16 pm
by v1adut
Hi Paul,

I have some questions

1. Does Octane Plugin work with referenced scenes (scene that are inserted in the active scene) if it does this will streamline the workflow of using assets with octane nodes today.
I tried in 801 to insert referenced items into octane and it does not worked when 801 was released.

2. Since modo 901 support custom interface items will octane viewport will act as a modo privew render? (embeded into modo application frame ?) - I read that this is possible even in modo 801 under linux because of the framework they used and now is used in modo 901 under windows.

3. Is there a way the octane plugin work with substance plugin that generates textures on the fly as targa files?


cheers,
vlad

Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]

Posted: Sat May 23, 2015 11:12 pm
by face_off
1. Does Octane Plugin work with referenced scenes (scene that are inserted in the active scene) if it does this will streamline the workflow of using assets with octane nodes today.
I tried in 801 to insert referenced items into octane and it does not worked when 801 was released.
This is most probably not supported in Modo801, but should be supported in the Modo901 version of the plugin.
2. Since modo 901 support custom interface items will octane viewport will act as a modo privew render? (embeded into modo application frame ?) - I read that this is possible even in modo 801 under linux because of the framework they used and now is used in modo 901 under windows.
Yes - the Modo901 version of the plugin has the viewport embedded as a Modo panel.
3. Is there a way the octane plugin work with substance plugin that generates textures on the fly as targa files?
I've spent a lot of time trying to implement this - and whilst it is theoretically possible, it is very complex. Definitely something I will continue to pursue in a few months, once the 901 version is out and running nicely.

Paul

Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]

Posted: Sun May 24, 2015 7:36 pm
by v1adut
Thank you Paul again for the great news.