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Re: OctaneRender for Modo Beta 1.50 MacOSX [TEST]

Posted: Thu Apr 03, 2014 8:14 pm
by riggles
Paul,

I know know you have some different code bases for the Windows and Mac version of the plugin, but do you think at some point it would work to combine the test threads?

Re: OctaneRender for Modo Beta 1.50 MacOSX [TEST]

Posted: Thu Apr 03, 2014 11:10 pm
by face_off
at some point it would work to combine the test threads?
At some point - yes.

Re: OctaneRender for Modo Beta 1.50 MacOSX [TEST]

Posted: Sun Apr 06, 2014 5:49 pm
by Ayertosco
Don't know how to solve this...
I made a model on Solidworks, then loaded in Modo...i can apply all the materials and with the Modo render engine it works well but the Octane viewport simply doesn't load the materials and the textures, nothing, any idea Face?

Re: OctaneRender for Modo Beta 1.50 MacOSX [TEST]

Posted: Sun Apr 06, 2014 10:11 pm
by face_off
I made a model on Solidworks, then loaded in Modo...i can apply all the materials and with the Modo render engine it works well but the Octane viewport simply doesn't load the materials and the textures, nothing, any idea Face?
This issue should be solved in the latest version of the plugin - which I will post here in the next 4hrs.

Paul

Re: OctaneRender for Modo Beta 1.52 MacOSX [TEST]

Posted: Mon Apr 07, 2014 7:49 am
by face_off
I have refreshed the installer at the top of this thread with:

1.50.0.55
- Added two new animation controls - one to load the camera and mesh transforms into Octane for fast/live switching between frame, and the other to cause a reload of all materials each frame (so materials can be animated).
- Mesh transforms are now loaded into the Octane timeline, so moving the Modo animation slider moves the mesh items (according to their transform at each frame). At the moment this is only working for single meshes, not for replicators or instances.
- Added "Use Modo IBL Gamma" setting in the Environment panel so that the Octane IBL gamma can be set separate to the Modo IBL gamma.
- Fixed issue where imported presets were bing reformatted in the schematic
- Fixed issue where LiveDb materials were being treated as assemblies, not workspaces. IMPORTANT: Pls re-download and install http://render.otoy.com/customerdownload ... resets.zip
- Fixed bug when connecting a transform node to an image node when ther is already a texture located connected
- Rectified a number of lag issues associated with using IBL Light Studio whilst the Viewport is open
- The "Convert To Glossy/Specular/Diffuse" functions are now not available for Octane Overrides which are instances or instanced
- Colors now save correctly when setting the default kernel, camera and environment

1.50.0.54
- Refined specular material conversion to use the Modo Refractive Index, Dispersion and Refraction Roughness
- Shutter speed moved to the Animation section of the Kernel panel
- Add Environment Texture RGB Color option

1.50.0.53
- Further adjustments to glossy material conversion

1.50.0.52
- Fixed issue when adding an Override where if the material group polygon tag type was invalid, the material would not convert correctly.
- Fixed issue where deleting a texturemap from the Shader Tree whilst the Viewport was open could cause a Modo crash
- The Viewport controls should now follow the Viewport onto a second monitor
- Fixed issue where Duplicating an Override was not working correctly if the Override has an image map or texture locator attached

1.50.0.51
- Default kernel, camera and environment settings are now stored in AppData\Roaming\Luxology\, and are now loaded at Modo startup, so you will need to restart Modo after saving defaults in order for them to take effect.
- Fixed crash when performing a Bake operation in ACS.
- Fixd warning given from the Create Octane Emitter function
- The Create Octane Emitter function now supports eliptical light shapes (creating an eliptical emitter)
- Fixed issue where the Greyscale Color nodes where not correctly setting the value when the scene was loaded into Octane
- Change glossy material convertion as follows:
1) if Modo fresnel = 0, Octane gloosy index = 1, specular = modo specular amount * percent
2) if Modo fresnel > 0 and modo specular/
the glossy "index" conversion to (1 + sqr(Modo Specular or Reflection)) / (1 - sqr(Modo Specular or Reflection))
- When converting Modo materials to Octane, if the Converse Energy checkbox is ticked, the Octane diffuse is set to black

1.50.0.50
- Added kernel, camera and environment buttons to the Viewport button bar
- Moved the animation configuration items from the Modo Preferences to the the Octane Kernel panel (so they can be different for each scene)
- Added animation status panel which pops up during animation rendering
- Animation now render from the Modo Scene item "Current Range" Start Frame to the End Frame
- Fixed crash when loading Mesh Presets when you have saved a Kernel default
- IMPORTANT: The camera path is now always loaded into Octane, and moving the animation slider will change the current frame in the Octane scene. This does NOT update geometry - do a scene Refresh for that.
- Removed the warning if you turn on camera motion blur and have 2 cameras in an animation
- Change Lock is now disabled when you open the Viewport
- Octane material "Roughness" now translates directly from the Modo material roughness (rather than roughness * anisotrophy)
- Modo materials will no specular or reflections now convert to an Octane Diffuse material rather than glossy
- Modo materials have have a luminous amount will be converted to Octane diffuse emitters when applying an Octane Override to them. You will need to manually adjust the Emission power to match the Modo scene
- You should now be able to animation the Modo Focus and FStop and have it applied during the rendering of the Octane animation

Paul

Re: OctaneRender for Modo Beta 1.50 MacOSX [TEST]

Posted: Mon Apr 07, 2014 8:52 am
by Ayertosco
face_off wrote:
I made a model on Solidworks, then loaded in Modo...i can apply all the materials and with the Modo render engine it works well but the Octane viewport simply doesn't load the materials and the textures, nothing, any idea Face?
This issue should be solved in the latest version of the plugin - which I will post here in the next 4hrs.

Paul
made a mistake, i use windows, wrong thread sorry

Re: OctaneRender for Modo Beta 1.52 MacOSX [TEST]

Posted: Mon Apr 07, 2014 9:31 pm
by riggles
Hmm, just tried the specular material conversion in 1.52.0.55, and I don't see the changes to the conversion. My MODO material is set to 2% reflection and 50% Fresnel, but the Octane override is still set to a specularity of 1.0. The Index is correct, though. Not sure if this is because I don't use specular values in MODO. I don't bother with setting specular values and then checking the "match specular" checkbox, since I'd have to disable specularity on all direct lights.

Re: OctaneRender for Modo Beta 1.52 MacOSX [TEST]

Posted: Mon Apr 07, 2014 9:51 pm
by face_off
Hmm, just tried the specular material conversion in 1.52.0.55, and I don't see the changes to the conversion. My MODO material is set to 2% reflection and 50% Fresnel, but the Octane override is still set to a specularity of 1.0. The Index is correct, though. Not sure if this is because I don't use specular values in MODO. I don't bother with setting specular values and then checking the "match specular" checkbox, since I'd have to disable specularity on all direct lights.
Is the converted material an "Octane Specular Material" node?

Paul

Re: OctaneRender for Modo Beta 1.52 MacOSX [TEST]

Posted: Mon Apr 07, 2014 10:04 pm
by riggles
face_off wrote:Is the converted material an "Octane Specular Material" node?

Paul
Yes

Re: OctaneRender for Modo Beta 1.52 MacOSX [TEST]

Posted: Mon Apr 07, 2014 10:26 pm
by funk
"Specular materials" in octane are transparent/glass materials. Modo specular/fresnel settings have no effect on octane specular materials (only on octane glossy materials). You will need to set modo transparency to greater than 60% (you can specify the threshold in preferences > rendering > octane > Specular opacity threshold) before the plugin will convert your material to an octane specular node.

Sounds like you are getting confused by terms.