OctaneRender 3 for Modo [OBSOLETE]

Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

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face_off
Octane Plugin Developer
Posts: 15697
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

I have updated the installers at the top of this thread with:

3.4.4.114
- Compiled with Octane 3.04.4
- Fixed issue where setting the Border Mode with Black Color or Clamp Value was not working after a scene refresh
- octane.SaveAnimation now uses a new Octane API library to export the scene, which should work quicker, and also support strand hair and volumes
- Added Direct Lighting Kernel AO Texture as per Octane 3.04. Drag the property name onto the schematic and attach an RGB Color node to use this
- Added Render Layer Mode combobox to the Render Layer tab as per Octane 3.04
- Added additional Falloff Texture node pins as per Octane 3.04
- Enabling/Disabling render passes now no longer restart the render when viewing the beauty pass
- Resolved issue where vertex motion blur was not working when using the octane.saveAnimation command
- Fixed issue where the User For Tonemap setting was not being set in certain situations
- Removed Render Cache UPDATES. Due to breaking changes in the Modo10.2v1 render cache, mesh update events from the render cache are now ignored. If the Render Cache is enabled, Meshes with Live Geometry Update enabled are still "live", but morphs/vetice changes may sometimes not detected (which is the same as when Use Modo Render Cache is OFF)
- Increased the size of the Cuba Devices panel
- Added support for Modo 10.2v1 Mesh Lights. These are automatically converted to Octane emitter meshes. The Mesh Light "Radiance" and "Light Color" are the only properties taken into account when building the Octane diffuse emitter material for the emitter mesh
- Meshops changes now update Mesh Items which have Live Geometry Update enabled
- Fixed error when using a Geometry Out node in a proxy ORBX or OCS file
- Changed the beauty pass layer name to "" when saving multi-layer EXR's, so hopefully EXR image processing app will pick that layer up as the main RGB layer
- Added support for Image maps assigned to the Roughness effect (the plugin will now connect this image maps to the Roughness pin on the Octane material node). The Roughness effect image Opacity is not taken into account during the material conversion

This thread now also contains the STABLE installer builds.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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face_off
Octane Plugin Developer
Posts: 15697
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

OCS is fixed, thank you! But there is one detail I am not sure it shall work like it is now: namely, when I have a simple cube to which a very complex ocs is connected as a proxy and I want to replicate it (the proxy) by replicating the cube as a modo instance - proxy is gone and I can only see cubes in octane viewport. To get a copy of proxy I cannot use an instance of a cube but a regular copy of a cube. Is it clear what I am saying?
I understand what you are asking for. The original feature request for proxies did not mention this requirement, so the proxy implementation only works with Modo Mesh items, and not instances of Mesh items. Supporting instances of proxied mesh items may not be easy to implement - I will need to investigate further.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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MrFurious
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Location: Melbourne, Australia

Hi paul im having an issue with the Texture Environment Gamma in the latest final build of the plugin.

Octane only seems to recognise the first key of an animated gamma amount. In the example scene attached you'll notice the texture environment gamma is keyed and changes over 3 frames. Update doesn't show in the Octane viewport only on the first keyframe.
env tex gamma.jpg
Cheers,
Dino.
tex environment gamma.zip
(15 MiB) Downloaded 229 times
Dino Inglese
CG Artist
Melbourne Australia


Intel Core i7-4820K, 3x GTX 980ti
Windows 7 64bit, Modo 12.2v2 for PC
Octane build 4.04.0.145
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MrFurious
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Location: Melbourne, Australia

Having the same issue with Motion Blur Keying in Octane. Similar to the previous scene, this one ignores motion blur on/off for any key other than the first keyframe.
mblur.jpg
Camera motion blur is keyed and switched off but motion blur still shows in the octane viewport
motiob blur keying.zip
(15.01 MiB) Downloaded 222 times
Dino Inglese
CG Artist
Melbourne Australia


Intel Core i7-4820K, 3x GTX 980ti
Windows 7 64bit, Modo 12.2v2 for PC
Octane build 4.04.0.145
User avatar
face_off
Octane Plugin Developer
Posts: 15697
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Octane only seems to recognise the first key of an animated gamma amount. In the example scene attached you'll notice the texture environment gamma is keyed and changes over 3 frames. Update doesn't show in the Octane viewport only on the first keyframe.
Yes, the plugin is reading the environment IBL gamma at frame 0. I will change this to read from the current frame in the next release.
Having the same issue with Motion Blur Keying in Octane. Similar to the previous scene, this one ignores motion blur on/off for any key other than the first keyframe.
It's not possible to have an animation which has animated motion blur controls, because the entire camera track it loaded into Octane if motion blur is needed - so all motion blur controls are read from frame 0. If you have a sequence which goes from having motion blur to no motion blur you will need to render this out as two sequences (one with motion blur and one without).

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
User avatar
MrFurious
Licensed Customer
Posts: 529
Joined: Wed Oct 23, 2013 5:46 pm
Location: Melbourne, Australia

face_off wrote:
Octane only seems to recognise the first key of an animated gamma amount. In the example scene attached you'll notice the texture environment gamma is keyed and changes over 3 frames. Update doesn't show in the Octane viewport only on the first keyframe.
Yes, the plugin is reading the environment IBL gamma at frame 0. I will change this to read from the current frame in the next release.
That's good news!
face_off wrote:
Having the same issue with Motion Blur Keying in Octane. Similar to the previous scene, this one ignores motion blur on/off for any key other than the first keyframe.
It's not possible to have an animation which has animated motion blur controls, because the entire camera track it loaded into Octane if motion blur is needed - so all motion blur controls are read from frame 0. If you have a sequence which goes from having motion blur to no motion blur you will need to render this out as two sequences (one with motion blur and one without).

Paul
That's not so good news.

Many thanks.
Dino.
Dino Inglese
CG Artist
Melbourne Australia


Intel Core i7-4820K, 3x GTX 980ti
Windows 7 64bit, Modo 12.2v2 for PC
Octane build 4.04.0.145
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smicha
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Posts: 3151
Joined: Wed Sep 21, 2011 4:13 pm
Location: Warsaw, Poland

face_off wrote:
OCS is fixed, thank you! But there is one detail I am not sure it shall work like it is now: namely, when I have a simple cube to which a very complex ocs is connected as a proxy and I want to replicate it (the proxy) by replicating the cube as a modo instance - proxy is gone and I can only see cubes in octane viewport. To get a copy of proxy I cannot use an instance of a cube but a regular copy of a cube. Is it clear what I am saying?
I understand what you are asking for. The original feature request for proxies did not mention this requirement, so the proxy implementation only works with Modo Mesh items, and not instances of Mesh items. Supporting instances of proxied mesh items may not be easy to implement - I will need to investigate further.

Paul

Paul, if this is not too much to ask please have this feature on the 'todo' list.
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
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smicha
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Joined: Wed Sep 21, 2011 4:13 pm
Location: Warsaw, Poland

Paul,

I think it is a bug (if I am not doing something wrong in here) - when I use the edit node button to edit a material in the standalone - mesh uv projection does not work (box is fine). I get a grayed out box instead of a textured one. Can you check it?
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meshuvedit.jpg
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
User avatar
face_off
Octane Plugin Developer
Posts: 15697
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

I think it is a bug (if I am not doing something wrong in here) - when I use the edit node button to edit a material in the standalone - mesh uv projection does not work (box is fine). I get a grayed out box instead of a textured one. Can you check it?
Do you have Use Modo Render Cache enabled in the plugin Preferences? If so, Modo will not provide UV's unless you add an Image map to the material group in the Shader Tree.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
User avatar
smicha
Licensed Customer
Posts: 3151
Joined: Wed Sep 21, 2011 4:13 pm
Location: Warsaw, Poland

face_off wrote:
I think it is a bug (if I am not doing something wrong in here) - when I use the edit node button to edit a material in the standalone - mesh uv projection does not work (box is fine). I get a grayed out box instead of a textured one. Can you check it?
Do you have Use Modo Render Cache enabled in the plugin Preferences? If so, Modo will not provide UV's unless you add an Image map to the material group in the Shader Tree.

Paul

Thanks Paul - that helps. All is working fine now. So I am little confused on the render cache function - not sure if I shall model my scene with turned cache off or on? I need to go again to the manual and read what you wrote on it :)
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
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