Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Fri Dec 02, 2016 1:25 am
Below is another Windows pre-release 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
- 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/)
- Added a command octane.renderAndSave, which renders the current scene and saves to a file. All Modo functions are disabled during the render. This command would be useful for batch rendering from a script
- The "Too many UV maps for mesh" Octane Log error now lists the UV Maps that were found in use for the mesh, to easier allow the user to split the mesh to get to the Octane maximum of 3 UV Maps per mesh
https://render.otoy.com/customerdownloa ... _64bit.exe
Paul
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/)
- Added a command octane.renderAndSave, which renders the current scene and saves to a file. All Modo functions are disabled during the render. This command would be useful for batch rendering from a script
- The "Too many UV maps for mesh" Octane Log error now lists the UV Maps that were found in use for the mesh, to easier allow the user to split the mesh to get to the Octane maximum of 3 UV Maps per mesh
https://render.otoy.com/customerdownloa ... _64bit.exe
Paul