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

Posted: Wed May 27, 2015 11:57 am
by face_off
I have added to first Modo901 build of the plugin to the links at the top of this page.

Whilst this version of the plugin has had a reasonable amount of testing, there is still a lot of work to do, and they may be some stability issues.

Pls see http://render.otoy.com/universe.php#42M ... 0Specifics for specific documentation on the 901 release.

I will post OSX and Linux versions in the next day or two.

Good luck!

Paul

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

Posted: Wed May 27, 2015 10:34 pm
by Tharso
Thank you Paul ! Good Job !

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

Posted: Thu May 28, 2015 1:12 am
by face_off
I have refreshed the Modo701/801 installer at the top of this thread with:

2.23.2.73
- The Modo701/801 version of the plugin will no longer load into Modo901, so both this version, and the Modo901 version of the plugin can be installed at the same time.

Thanks

Paul

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

Posted: Fri May 29, 2015 3:16 am
by eklein
Great work on the 901 plugin. This new Octane layout allows me to work easily with one monitor just like the Modo render layout. The new UI looks and integrates quite well into Modo 901. Thanks Paul.

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

Posted: Fri May 29, 2015 1:37 pm
by sgtprobe
Not sure if it's a bug, or I'm doing something wrong. But I can't "drag" textures into the working area and hook them up as I have been able to do before. So fired up an old scene that has textures linked up in the working area. Some of them are showing up in the renderer, and some other didn't.

This is under Modo 901, works like a charm in 701 :)


/Jonas

BTW, nice work, love the furshader now ;)

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

Posted: Sat May 30, 2015 11:45 pm
by face_off
Not sure if it's a bug, or I'm doing something wrong. But I can't "drag" textures into the working area and hook them up as I have been able to do before. So fired up an old scene that has textures linked up in the working area. Some of them are showing up in the renderer, and some other didn't.
Yes, this is a Modo901 bug. I have reported it to TF. Thanks for the notification. The workaround at the moment is to hit ESC, click the Mona Lisa button, click the clip, click the Schematic canvas, then click the Add Selected button.

Paul

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

Posted: Thu Jun 04, 2015 9:20 pm
by hacozac
Hi. When output animation, Imager and Post Processing value changes do not reflect. Can I animate these values?

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

Posted: Fri Jun 05, 2015 12:09 am
by face_off
When output animation, Imager and Post Processing value changes do not reflect. Can I animate these values?
Hi, this is a bug, which I have fixed in the next release (available in the next 24hrs).

Paul

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

Posted: Fri Jun 05, 2015 3:41 am
by hacozac
Thank you Paul :D

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

Posted: Fri Jun 05, 2015 12:02 pm
by face_off
I have refreshed the installers at the top of this thread with:

2.23.2.74
- Added "Edit Node Graph" button to the NodeGraph node in the Schematic, allowing you to edit the XML String in the Octane Node Graph. This is available in Modo901 only. Mouseover the button for details. This is experimental functionality at this stage.
- Each material is now a separate node graph in Octane. You will only notice this change if you open the scene in Octane Standalone
- Modo901 Added Clips tab to the OctaneRender layout
- Modo901 Material Conversion : If the Modo Material is Physically Based, the Octane roughness will be the Modo roughness sqaured x 2.
- Modo901 Material Conversion : If the Modo Material "Use Refractive Index" is enabled, the Octane Glossy Index is set to the Modo Refractive Index.
- Added the Octane Value Enum node type, which is an integer which can be plugged into Enumerated pin types
- Imager and Postproc properties can now be animated

I needed to delete my Modo901.cfg file in order for the Enum node to be able to be added, so you may need to do the same thing.

Thanks

Paul