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Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Wed Nov 30, 2016 3:40 pm
by Tharso
how can I desaturate the hdri enviroment in octane? I dont remenber

Tks

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Wed Nov 30, 2016 3:42 pm
by smicha
Tharso wrote:how can I desaturate the hdri enviroment in octane? I dont remenber

Tks

does color correction node work?

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Wed Nov 30, 2016 9:16 pm
by face_off
how can I desaturate the hdri enviroment in octane?
You can change the Modo environment color IBL image map gamma and it will be reflected in the Octane Environment. Does that give you what you want?

Paul

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Wed Nov 30, 2016 9:20 pm
by face_off
Below is a pre-release (Windows) of the next version of the plugin.

3.4.5.115
- Compiled with Octane 3.04.5
- Reworked the Unreal Shader conversion as per the node layout provided by user "jonathan"
- The Environment Map gamma and invert channels are now read from the current frame rather than frame 0, so can now be animated
- Fixed bug when editing the Modo Material for a Volume which was causes an Octane Log error
- Changed the loading of VDB files to increase voxel resolution
- Filenames can now be connected to sub-assemblies to provide the file name of a Image node in that sub-assembly
- You can now plug a Modo Gradient item Color channel into the Gradient channel of an Octane Gradient 2 node (right-click the Octane node and "Add Channel"->"Gradient" to enable the connection. If you have the modo gradient input set to "Incidence", set the Octane "Falloff Skew Factor" to 1.75
- Added a Visible Environment button (refer to the Octane 3 Visible Environment documentation for how this is used). To access this, you need to add a second Modo Environment, and set the Octane Environment Use to Visible Environment. The Modo "Visible to Camera", "Visible to Reflection Rays" and "Visible to Refraction Rays" properties are used to populate the Octane Environment Backplate, Reflections and Refractions properties

https://render.otoy.com/customerdownloa ... _64bit.exe

Paul

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Wed Nov 30, 2016 9:25 pm
by smicha
Thank you Paul.

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Thu Dec 01, 2016 12:28 am
by MrFurious
Thanks again Paul for all your efforts

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Thu Dec 01, 2016 1:32 am
by face_off
how can I desaturate the hdri enviroment in octane?
Following is another pre-release - which includes new functionality to allows a color correction (or any other node) to be applied to the Texture Environment IBL.

3.4.5.115
- Compiled with Octane 3.04.5
- Reworked the Unreal Shader conversion as per the node layout provided by user "jonathan"
- The Environment Map gamma and invert channels are now read from the current frame rather than frame 0, so can now be animated
- Fixed bug when editing the Modo Material for a Volume which was causes an Octane Log error
- Changed the loading of VDB files to increase voxel resolution
- Filenames can now be connected to sub-assemblies to provide the file name of a Image node in that sub-assembly
- You can now plug a Modo Gradient item Color channel into the Gradient channel of an Octane Gradient 2 node (right-click the Octane node and "Add Channel"->"Gradient" to enable the connection. If you have the modo gradient input set to "Incidence", set the Octane "Falloff Skew Factor" to 1.75
- Added a Visible Environment button (refer to the Octane 3 Visible Environment documentation for how this is used). To access this, you need to add a second Modo Environment, and set the Octane Environment Use to Visible Environment. The Modo "Visible to Camera", "Visible to Reflection Rays" and "Visible to Refraction Rays" properties are used to populate the Octane Environment Backplate, Reflections and Refractions properties
- You can now edit the Octane Environment texture (for example, it can be color corrected as shown at https://docs.otoy.com/manuals/products/ ... -lighting/)

https://render.otoy.com/customerdownloa ... _64bit.exe

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Thu Dec 01, 2016 2:09 am
by MrFurious
Thanks Paul this is huge, been wanting this for a while to be able to correct unwanted blue/purple/orange colour casting.

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Thu Dec 01, 2016 2:37 am
by face_off
Thanks Paul this is huge, been wanting this for a while to be able to correct unwanted blue/purple/orange colour casting.
I just updated the doco to also show have a gradient can be used in the Environment.

Paul

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Thu Dec 01, 2016 3:41 am
by MrFurious
face_off wrote:
Thanks Paul this is huge, been wanting this for a while to be able to correct unwanted blue/purple/orange colour casting.
I just updated the doco to also show have a gradient can be used in the Environment.

Paul
Awesome........