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

Posted: Tue Jun 09, 2015 11:34 am
by face_off
If have refreshed the installers at the top of this thread with:

2.23.2.76
- Fixed issue where the Z Depth render pass default, min and max values where incorrect
- Modo901 : Fixed issue where Replicators were not extracting transforms correctly in some situations
- Added option to save 16bit multi-layer EXR's
- Modo901 : Added the Kernel->Polygon Displacement property, which when enabled, the plugin will load displaced polygons from the Modo 901 render cache, and will not process the Octane Displacement node. This will result in a much slower load time, but allows the loading of procedural displacement maps. Requires the Preferences->Octane->Use Modo Render Cache setting to be enabled. Adjust the number of displacement polygons via the Render->Settings->Geometry Displacement options.
- Fixed issue where certain LiveDb texturemaps had the wrong folder location stored in the Filename property

Paul

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

Posted: Tue Jun 09, 2015 11:48 am
by face_off
EDIT to the above....The LiveDb fix means you should re-download the LiveDb presets and texturemaps. Pls see http://render.otoy.com/universe.php#42LiveDb for details.

Paul

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

Posted: Tue Jun 09, 2015 6:35 pm
by voto1979
I really get into Octane and I love it... now I was thinking about buying the Modo plugin but as otoy reveal the coming of Octane Render 3. I guess we have to upgrade at this point.
So my question is: Is there any Information about the upgrade policy? Did we have to pay again for all the plugins we use or only for the Standalone Version?
Sorry it's a little bit off topic?

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

Posted: Tue Jun 09, 2015 11:19 pm
by face_off
I really get into Octane and I love it... now I was thinking about buying the Modo plugin but as otoy reveal the coming of Octane Render 3. I guess we have to upgrade at this point.
So my question is: Is there any Information about the upgrade policy? Did we have to pay again for all the plugins we use or only for the Standalone Version?
Sorry it's a little bit off topic?
If you purchase the plugin now you will be able get the benefit of using the Octane 3 version through-out it's beta period. Then you may have an upgrade fee once Octane 3 comes out of beta (Otoy have not yet release details on this). If you wait, you will have to wait out the beta period, which is likely to many months (from memory, the Octane 2 beta period was about 9 months).

Paul

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

Posted: Wed Jun 10, 2015 5:33 am
by voto1979
Hi, I decide to buy the plugin for modo but I guess there was something going wrong on Installation.
Or I did mess it up by accident .. however: If I click on the overwrite material, a blank popup come up in Modo 901 ..
I did try a reinstall of the plugin without success.

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

Posted: Wed Jun 10, 2015 6:34 am
by face_off
Hi, I decide to buy the plugin for modo but I guess there was something going wrong on Installation.
Or I did mess it up by accident .. however: If I click on the overwrite material, a blank popup come up in Modo 901 ..
I did try a reinstall of the plugin without success.
I suggest deleting you Modo901.cfg.

Paul

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

Posted: Wed Jun 10, 2015 7:14 am
by voto1979
It works for now but I lost all my personal setups in Modo (shortcuts and menus).
But the automatic popup is not very useful and kind of distractive if I am in the Octane Render Tab in Modo 901. Because it open the menu which is already open.

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

Posted: Wed Jun 10, 2015 7:20 am
by funk
You can disable that in the octane preferences.

eg. preferences > rendering > octane > open octanerender setup window on creation/selection

Paul, maybe you should disable that stuff in the 901 plugin by default

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

Posted: Wed Jun 10, 2015 7:32 am
by voto1979
thank you ... I have some more question about stuff ... but for now I will explore the plugin ... maybe the questions go away.

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

Posted: Wed Jun 10, 2015 8:12 am
by funk
Paul, I have a feature request. I would like your plugin to deal with OCIO settings in some way.

Right now 801/901 users have to disable OCIO and go back to using the image gamma settings. This can be a real pain if you have already created your scene with OCIO enabled. It's also confusing to see different gamma in modo preview vs octane by default, because modo uses OCIO by default now.

I understand we can't actually support OCIO color spaces because that would need to be built into the octane core (out of your hands). I think we can do this in a crude way for some of the OCIO settings (especially for the sRGB defaults).

eg. OCIO global default prefs found in the scene item
8 bit images = sRGB (this is similar to using gamma = 0.4545 in 701)
16-bit images = sRGB (this is similar using gamma = 0.4545 in 701)
float images = Linear (this is similar using gamma = 1.0 in 701)
** hidden OCIO setting: single channel greyscale images = Linear (this is similar using gamma = 1.0 in 701)
NOTE: You can also change settings per image in image still > colorspace

So, to make this work, octane would first check image still > colorspace and convert to the appropriate gamma value.
These colorspaces would be converted to octane texture gamma = 2.2: sRGB, sRGBf, rec.709, Gamma 2.2
All other colorspaces and (none) should simply be set to gamma = 1.0

If the image still > colorspace is set to (default), then you will need to grab the setting from the scene item.

Let me know what you think.