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Re: OctaneRender for Modo Beta 1.50 [TEST]
Posted: Wed Mar 26, 2014 12:45 pm
by face_off
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.
There is a way to re-select the viewport, but probably easier to just delete your Modo701.cfg file - that will reset the layout back to the default.
Paul
Re: OctaneRender for Modo Beta 1.50 [TEST]
Posted: Wed Mar 26, 2014 3:16 pm
by Zay
When adding images as textures and trying to changes the settings, Octane will give an error on any settings I try.
Re: OctaneRender for Modo Beta 1.50 [TEST]
Posted: Wed Mar 26, 2014 11:53 pm
by Obizzz
What's the best way to copy materials between scenes? It would be nice if I could just use Modo's right click --> save preset on an override and load that in another scene.
Also is it possible to get materials created in the Standalone into Modo?
The latest version of the plugin is really nice. Finally ordered a second monitor to let me work on those schematics without cluttering up all my screen space.
Re: OctaneRender for Modo Beta 1.50 [TEST]
Posted: Thu Mar 27, 2014 12:06 am
by face_off
What's the best way to copy materials between scenes? It would be nice if I could just use Modo's right click --> save preset on an override and load that in another scene.
The best way is to "Save as Preset" in the OctaneRender Setup window - however an issue has been reported where this is not working correctly - and will be fixed in the next release.
Also is it possible to get materials created in the Standalone into Modo?
This is theoretically possible to implement right now (I believe the API supports this), however the plugin would need to be modified to support this. It's on the TODO list, but will take some time before it's implemented.
When adding images as textures and trying to changes the settings, Octane will give an error on any settings I try.
I Zay - I have not been able to replicate this. Does it happen on a new scene for you - or just that scene. Does restarting Modo fix the problem?
Paul
Re: OctaneRender for Modo Beta 1.50 [TEST]
Posted: Thu Mar 27, 2014 12:23 am
by Obizzz
face_off wrote:What's the best way to copy materials between scenes? It would be nice if I could just use Modo's right click --> save preset on an override and load that in another scene.
The best way is to "Save as Preset" in the OctaneRender Setup window - however an issue has been reported where this is not working correctly - and will be fixed in the next release.
Also is it possible to get materials created in the Standalone into Modo?
This is theoretically possible to implement right now (I believe the API supports this), however the plugin would need to be modified to support this. It's on the TODO list, but will take some time before it's implemented.
Paul
*DOH*
How could I miss that button?
Thanks for the answers though.
Re: OctaneRender for Modo Beta 1.50 [TEST]
Posted: Thu Mar 27, 2014 9:01 am
by heavypoly
Hi all, just got the plugin last night and have been enjoying it so far! Here's a turntable clay of my hoverbike model.
https://www.youtube.com/watch?v=g7Mbhw_Fo00
Anyway I have a question. Is it possible to mix 2 materials by vertex weight maps?
Thanks,
Vaughan
Re: OctaneRender for Modo Beta 1.50 [TEST]
Posted: Thu Mar 27, 2014 9:23 am
by face_off
Nice video Vaughan. Did you try the camera motion blur?
Is it possible to mix 2 materials by vertex weight maps?
No directly - you'd need to get the weight map out to a texturemap, then plug that texturmap into the "Amount" pin of a Mix Material node.
Paul
Re: OctaneRender for Modo Beta 1.50 [TEST]
Posted: Thu Mar 27, 2014 10:01 am
by heavypoly
Thanks for the quick reply Paul. I ended up just painting a planar texture for it.
I haven't tried camera blur yet. I'll read up on it. So much cool stuff in here, thanks so much for making this happen!
Edit:
I just tried it! So cool! I'm gonna have to try some camera tracking next. Down the rabbit hole. I noticed that the view doesnt update when i scrub along the timeline...is there a setting to get that working?
Re: OctaneRender for Modo Beta 1.50 [TEST]
Posted: Thu Mar 27, 2014 11:18 am
by face_off
I noticed that the view doesnt update when i scrub along the timeline...is there a setting to get that working?
At this stage moving the timeline does not update the Viewport - since there is nothing to indicate the timeline tracking is actually moving faster than the scene frame can be loaded into Octane. But this will all change in time. With Octane 2, you will be able to load all the animation into the video card (VRAM permitting). Plus, you will be able to export all the animation to ORBX and load into Standalone. So there is a lot to come in this area, but will take a month or two to get done.
Paul
Re: OctaneRender for Modo Beta 1.50 [TEST]
Posted: Thu Mar 27, 2014 11:29 am
by face_off
An update on progress....I've spent a couple of days now tracking down some issues. In summary:
1) Closing the only scene in Modo with the Schematic CLOSED, after adding an Octane Override will crash Modo when you next add an Override. I've spent a lot of time with the Modo devs on this, and it's fixed in Modo8, but may not be fixable in Modo7.
2) There was a crash with Mesh Paint Instance with the Viewport open which is fixed in the next release.
3) Saving and reloading an Octane Override as a Preset is not currently working correctly, and a solution is not available yet.
4) Next release has some other fixes to problems that most people would not have encountered yet
5) Specifying default settings for kernel, camera and environment are now working
I will post an updated version in the next 24hrs.
Paul