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Re: OctaneRender for Modo Beta 1.50 [TEST]
Posted: Wed Mar 26, 2014 2:26 am
by funk
BUG (and crash) - Octane always requires authentication and won't work without network connection
I'm finding that even if I authenticate the plugin, it still requires an internet connection on each launch
1. Delete modo configs
2. Launch modo and authenticate octane plugin
3. Close modo
4. Disable your internet connection (I disable my network card in Control Panel\Network and Internet\Network Connections)
5. Launch modo and open the octane viewport
BUG: An error pops up that the plugin is not authenticated. I can still see my details in the authenticate dialog box though (update: it seems the standalone doesnt work either, a network card is needed)
BUG2: Furthermore, if you try to authenticate again with the network card disabled, modo crashes
Re: OctaneRender for Modo Beta 1.50 [TEST]
Posted: Wed Mar 26, 2014 3:33 am
by riggles
I probably should have clarified that I'm on a Mac, so I just turn off Airport. But when I do before launching MODO, The Octane viewport opens in a snap.
Re: OctaneRender for Modo Beta 1.50 [TEST]
Posted: Wed Mar 26, 2014 3:36 am
by face_off
I'm finding that even if I authenticate the plugin, it still requires an internet connection on each launch
This is the same as all the plugins and Octane Standalone.
4. Disable your internet connection (I disable my network card in Control Panel\Network and Internet\Network Connections)
5. Launch modo and open the octane viewport
BUG: An error pops up that the plugin is not authenticated. I can still see my details in the authenticate dialog box though (update: it seems the standalone doesnt work either, a network card is needed)
BUG2: Furthermore, if you try to authenticate again with the network card disabled, modo crashes
I couldn't get this to happen (or crash), so I think there are some hardware dependencies for this. I have heard that disabling your network card will cause the plugin (and Standalone) is de-authenticate - but I haven't found this on my equipment.
In summary - I don't think the above is a Modo plugin specific issue requiring a plugin fix.
Paul
Re: OctaneRender for Modo Beta 1.50 [TEST]
Posted: Wed Mar 26, 2014 3:46 am
by funk
OK thanks for trying. I tried a few more things. I have 2 network cards so I disabled one, and enabled the other (which has no network cable plugged in) and octane standalone and plugin run just fine. Its just a pain having to do this.
Normally I wouldnt worry about slightly longer startup times, but modo + octane plugin are proving to be a little bit too crashy at the moment so I'm restarting a lot.
Re: OctaneRender for Modo Beta 1.50 [TEST]
Posted: Wed Mar 26, 2014 3:52 am
by face_off
but modo + octane plugin are proving to be a little bit too crashy at the moment so I'm restarting a lot.
I haven't had it crash for weeks. Can you be more specific about when it's crashing?
Re: OctaneRender for Modo Beta 1.50 [TEST]
Posted: Wed Mar 26, 2014 3:54 am
by funk
face_off wrote:but modo + octane plugin are proving to be a little bit too crashy at the moment so I'm restarting a lot.
I haven't had it crash for weeks. Can you be more specific about when it's crashing?
I'm noticing it happening when adding overrides mostly. I posted one bug report here:
http://render.otoy.com/forum/viewtopic. ... 60#p176414
I have to get some solid steps for the other crashes too, but most of them are random while editing overrides
I'm also still crashing if I authenticate the plugin, close the auth box, then authenticate again (I was just testing things)
Re: OctaneRender for Modo Beta 1.50 [TEST]
Posted: Wed Mar 26, 2014 3:58 am
by face_off
BUG: "Open octanerender when override is selected" preference not always respected
1. In preferences > rendering > octane, disable "Open octanerender setup window when an octane override is selected"
2. Add an octane override to the shader tree
BUG1: At this point the octane setup window opens
That is the intended functionality. I'm not sure what the bug is here. The preference checkbox is for selecting rather than creating an Override.
3. Add a sub assembly
4. Disconnect all the node connections
5. Right click the octane override node and "move to > new assembly"
6. double click to open the assembly. We see the override in here.
7. Select the octane override inside the assembly
BUG2: The schematic is taken back to the workspace. I can't do anything to the override without being bounced back to the workspace
1. Add Octane Override and setup material
2. Click the "Add new subassembly to workspace" button
3. Select the nodes you want to move
4. Rightclick "Move Nodes To"->"Assembly"->the new assembly you created.
Works nicely. The only thing I cannot work out is how to connect a node from inside the assembly to a pin outside it - but that's a Modo issue rather than a plugin issue.
Paul
Re: OctaneRender for Modo Beta 1.50 [TEST]
Posted: Wed Mar 26, 2014 4:02 am
by face_off
Crash adding override after closing a scene
1. I start modo in the render tab
2. Select the base material in the shader tree
3. Select Add layer > custom material > octane override
4. Close the octane window and close the scene (ctrl+w)
5. Select the base material in the shader tree
6. Select Add layer > octane override
BUG: At this point modo usually crashes. If not repeat from step 4 again
You right! This is a bug that that also impacted deleting Overrides, which I escalated to the Modo devs, and they have put the fix into Modo8, but that doesn't help us right now. I will find a workaround (as was done for deleting Overrides).
Paul
Re: OctaneRender for Modo Beta 1.50 [TEST]
Posted: Wed Mar 26, 2014 4:05 am
by funk
face_off wrote:BUG: "Open octanerender when override is selected" preference not always respected
1. In preferences > rendering > octane, disable "Open octanerender setup window when an octane override is selected"
2. Add an octane override to the shader tree
BUG1: At this point the octane setup window opens
That is the intended functionality. I'm not sure what the bug is here. The preference checkbox is for selecting rather than creating an Override.
The tooltip states its for when selecting AND creating... I would prefer not to have it open even when creating too.
face_off wrote:
3. Add a sub assembly
4. Disconnect all the node connections
5. Right click the octane override node and "move to > new assembly"
6. double click to open the assembly. We see the override in here.
7. Select the octane override inside the assembly
BUG2: The schematic is taken back to the workspace. I can't do anything to the override without being bounced back to the workspace
1. Add Octane Override and setup material
2. Click the "Add new subassembly to workspace" button
3. Select the nodes you want to move
4. Rightclick "Move Nodes To"->"Assembly"->the new assembly you created.
I dont think you followed my steps. I specifically moved the override node into a subassembly (I did this by accident) then couldn't get it back out, because once you select it, it automatically sends you back to the workspace (eg. I cant right click on it and choose > move to)
face_off wrote:
Works nicely. The only thing I cannot work out is how to connect a node from inside the assembly to a pin outside it - but that's a Modo issue rather than a plugin issue.
Paul
To connect nodes from a sub assembly you need to EXPOSE channels. You right click channels on a node and select EXPOSE input or output. This isnt working with octane channels.
Try this:
1. While in the sub assembly add a channel mod > channel > channel noise
2. Right click the channel noise INPUT and select EXPOSE channel as input... you will see it becomes a sub assembly input
3. Right click the output and choose EXPOSE channel output
If you exit the sub assembly you will see it now has inputs and outputs (pins)
Re: OctaneRender for Modo Beta 1.50 [TEST]
Posted: Wed Mar 26, 2014 4:15 am
by funk
I just edited my post above to clarify what exposing inputs/outputs does