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Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Wed Mar 26, 2014 4:18 am
by face_off
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).
I can now confirm that the crash you are getting is caused by the same issue that is fixed in Modo8. In summary, when you close the scene, Modo is leaving the workspace allocated in memory, so when you next create an Octane Override (or even open the Schematic) you get a halt to Modo because the new workspace is already in Modo memory. This only happens if you close the scene with the Schematic CLOSED. So until I find a workaround, leave the OctaneRender Setup panel open (off the edge of the screen if needed) if you close a scene. Searching for a fix now....

Paul

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Wed Mar 26, 2014 4:23 am
by face_off
Further to the above - the Modo memory issue only happens if you Close a scene which is the only scene open in Modo. So if you have 2 scenes open and close one, the crash does not happen. So another work around is to leave a blank scene loaded.

Paul

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Wed Mar 26, 2014 4:27 am
by funk
face_off wrote:
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).
I can now confirm that the crash you are getting is caused by the same issue that is fixed in Modo8. In summary, when you close the scene, Modo is leaving the workspace allocated in memory, so when you next create an Octane Override (or even open the Schematic) you get a halt to Modo because the new workspace is already in Modo memory. This only happens if you close the scene with the Schematic CLOSED. So until I find a workaround, leave the OctaneRender Setup panel open (off the edge of the screen if needed) if you close a scene. Searching for a fix now....

Paul
OK this works. I'll have to remember not to close it for now. Thanks :)

face_off wrote:Further to the above - the Modo memory issue only happens if you Close a scene which is the only scene open in Modo. So if you have 2 scenes open and close one, the crash does not happen. So another work around is to leave a blank scene loaded.

Paul
I'm still getting a crash with 2 scenes open

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Wed Mar 26, 2014 4:35 am
by face_off
More on the Modo crash - you can reproduce it with:

Code: Select all

open modo
Layout->Palettes->Schematic
Click "New Worksapce" and name to "My Workspace", tick "Make Active"
Close Schematic Panel
Close Scene (don't save)
Layout->Palettes->Schematic, try to select a workspace, Modo crashes (for me!)
This is happening with the Octane plugin uninstalled. I will need to escalate this to the Modo devs, since I doubt I will be able to work around such an issue.

Paul

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Wed Mar 26, 2014 4:43 am
by funk
face_off wrote:More on the Modo crash - you can reproduce it with:

Code: Select all

open modo
Layout->Palettes->Schematic
Click "New Worksapce" and name to "My Workspace", tick "Make Active"
Close Schematic Panel
Close Scene (don't save)
Layout->Palettes->Schematic, try to select a workspace, Modo crashes (for me!)
This is happening with the Octane plugin uninstalled. I will need to escalate this to the Modo devs, since I doubt I will be able to work around such an issue.

Paul
Yep I can confirm the crash here too. I will also report it. Hopefully we can convince the foundry to escalate it for 701

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Wed Mar 26, 2014 5:05 am
by funk
Paul, with all this back and forth, I'm hoping you didnt miss my edited reply about sub assemblies
http://render.otoy.com/forum/viewtopic. ... 70#p176461

They way you connected a node from the sub assembly out, may work, but its not the correct way. If I want to keep the sub assembly self contained and change my extrenal connections (I might use an rgb to an input one time, then want to change to a texture rgb later etc), then you need to use exposed inputs and outputs which becomes pins on the assembly

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Wed Mar 26, 2014 5:44 am
by face_off
Paul, with all this back and forth, I'm hoping you didnt miss my edited reply about sub assemblies
viewtopic.php?f=34&t=38406&start=170#p176461

They way you connected a node from the sub assembly out, may work, but its not the correct way. If I want to keep the sub assembly self contained and change my extrenal connections (I might use an rgb to an input one time, then want to change to a texture rgb later etc), then you need to use exposed inputs and outputs which becomes pins on the assembly
Everything is "on the list" :-)

When you select an Octane Override (anywhere in Modo), the plugin selects it in the schematic. So of course, when you are in a subassembly, selecting the Octane Override selects the workspace and flips you out of the assembly. The plugin does not know that you've selected the Octane Override from an assembly. I think the convenience of the workspace always being sync'd to the material you have selected is a huge benefit, and you should have no need to put an Octane Override into an assembly. If you accidently put an Octane Override in a subassembly, simply go to the Groups tab and drag the override item back out of the Assembly group into the parent group.

Paul

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Wed Mar 26, 2014 6:00 am
by funk
face_off wrote:
Paul, with all this back and forth, I'm hoping you didnt miss my edited reply about sub assemblies
viewtopic.php?f=34&t=38406&start=170#p176461

They way you connected a node from the sub assembly out, may work, but its not the correct way. If I want to keep the sub assembly self contained and change my extrenal connections (I might use an rgb to an input one time, then want to change to a texture rgb later etc), then you need to use exposed inputs and outputs which becomes pins on the assembly
Everything is "on the list" :-)

When you select an Octane Override (anywhere in Modo), the plugin selects it in the schematic. So of course, when you are in a subassembly, selecting the Octane Override selects the workspace and flips you out of the assembly. The plugin does not know that you've selected the Octane Override from an assembly. I think the convenience of the workspace always being sync'd to the material you have selected is a huge benefit, and you should have no need to put an Octane Override into an assembly. If you accidently put an Octane Override in a subassembly, simply go to the Groups tab and drag the override item back out of the Assembly group into the parent group.

Paul
OK thanks Paul

Did you add Octane 2.0 to that list too? :) I didnt expect it to be released so soon

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Wed Mar 26, 2014 10:56 am
by face_off
Issues saving and loading our own presets:

We need some documentation on how to do this correctly. I have recreated tonysculpters skin r15 and when I try to save it I only get a glossy node on reload.

1. Load the attached scene
2. Select the head override
3. In the octane window, preset "save as preset"
4. Create a new scene, add a sphere and give it a material
5. Open the preset browser and right click "load" the preset you saved

BUG: Only a standard glossy node and rgb appear.
I have been able to reproduce this issue - and will fix it.

EDIT: This /might/ be a change with Modo SP5 - the command "item.selPresetSave locator" is no longer saving children or children nodes (so only the direct nodes of the material are being saved).

Paul

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Wed Mar 26, 2014 11:47 am
by padwick269
OctaneRender for Modo Beta 1.50

Don't know if this is a bug but I've lost workspace window in octane setup when I clicked on the settings icon top right and selected brush preview. Now can't find a way of getting workspace view back up as there is no longer a cog or right arrow symbol.

that'll teach me for poking around.

Pat Doyle :)

P.S. you can undock elements but not reattach them. I can't find a way to reset the layout?

P.P.S. Managed to reattach, maybe the form should be renamed Octane_Schematic_Right_Panel as finding it wasn't easy and reattaching is not intuitive but that may well be because the triangles are very small on 2550x1440 monitors or I'm getting old and my eyesight isn't what it was lol :)