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Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Fri Dec 02, 2016 1:25 am
by face_off
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

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Fri Dec 02, 2016 1:51 am
by MrFurious
face_off wrote:- 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[/b]

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

Paul

Fantastic this is very helpful

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Fri Dec 02, 2016 8:47 am
by smicha
As always - Thank you Paul.

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Fri Dec 02, 2016 3:19 pm
by Tharso
face_off wrote:
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
I want black and white enviroment. I am testing here and ibl gama dont do that.

Tks

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Fri Dec 02, 2016 3:51 pm
by Tharso
I saw the new technique with environment and nodes, but when I gamma is 1 its strong here and when I set it to 0.4546 its fine.

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Fri Dec 02, 2016 3:54 pm
by Tharso
And the environment dont rotate with octane transform value node.

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Sat Dec 03, 2016 1:30 am
by face_off
I saw the new technique with environment and nodes, but when I gamma is 1 its strong here and when I set it to 0.4546 its fine.
Not sure exactly what you mean with this. If you full the colorspace recommendations in the OctaneRender for Modo manual, and have a HDR IBL, then the gamma should be 1 in the Octane RGB Image for that IBL. If it is an LDR, then you might need 0.4546.
And the environment dont rotate with octane transform value node.
Unsure how you are trying to rotate the IBL, but for me, adjusting the Rotation Y property of the Transform Value plugged into the Octane Spherical Projection will rotate the IBL in Octane.

Paul

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Sat Dec 03, 2016 1:54 am
by face_off
Below is a Windows version installer for the plugin compiled with the new 3.05 TEST release of Octane. If you are testing the new round edges functionality, remember to tick the Load Cage property of the Meshes that need round edges.

3.5.0.115
- Compiled with Octane 3.05.0
- 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

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Sat Dec 03, 2016 2:23 am
by MrFurious
Round edges has been fixed? This is awesome I need to stay in the loop.

Quick Q: what's the default edge angle tolerance and can this be adjusted?

Many thanks for your efforts Paul.

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Sat Dec 03, 2016 5:24 am
by face_off
Quick Q: what's the default edge angle tolerance and can this be adjusted?
The edge rounding is controlled by a single parameter ("Edge Rounding") on the Material.

Paul