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Re: OctaneRender for Modo Beta 1.53.1 [TEST]
Posted: Tue May 13, 2014 4:30 am
by face_off
Funk - thanks for taking a look at the new functionality.
the icon is missing for the new navigation button. The config points to resrc/viewportnavigation_button.png, but the file doesnt exist
I will fix this asap.
If you zoom out, the center of rotation changes and makes it very hard to keep your object centered.
Yes - and this should be exactly how Modo works. There is a "virtual" rotation point - which is a vector from the Modo camera in the Z axis direction, the length of the Modo camera target length channel, rotated by the camera rotation matrix. In Modo if you zoom back, the camera target length doesn't change, so the rotation point moves too.
When you pan left and right, it pans according to the viewport rotation (eg. If your cam is banked 45 degrees, your pan left pans diagonally)
Yes, something is wrong with panning - I will fix this.
If you navigate in the viewport, but dont like the new view, you have to close the viewport to cancel (otherwise modo's viewport will update).
You should just be able to Ctrl Z (twice - since the first Ctrl Z turns on Viewport Navigation). I might be able to keep the Viewport Navigation toggle button out of the undo stack.
Paul
Re: OctaneRender for Modo Beta 1.53.1 [TEST]
Posted: Wed May 14, 2014 7:38 am
by face_off
I have refreshed the installer at the top of this thread with:
1.53.1.67
- When existing Viewport Navigation mode, a popup will give th eoption to transfer the Octane camera coords to Modo
- Added missing Viewport Navigation button icon to the installer
- Fixed issue with Viewport Navigation panning
- Improved Viewport Navigation rotating so it is less likely to roll the up vector
- Added Photometric light support (add Create Octane Emitter to the Photometric light panel)
- When using the Create Octane Emitter button function, the resulting created geometry has it's Modo Material Transparent Amount set to zero
- When using the Create Octane Emitter button function, the Modo light color is now used as the Octane emitter color.
- Added more horiztonal spacing between auto-generated nodes in the schematic
NOTE: In Modo801, after creating an emitter, the emitter material is NOT correctly selected in the Schematic - so you will need to select the correct material. This is a Modo801 issue which I am discussing with the Modo devs.
Paul
Re: OctaneRender for Modo Beta 1.53.1 [TEST]
Posted: Wed May 14, 2014 9:24 am
by face_off
There were a couple of messages missing from the 1.53.1.67 release installer, so I have just re-uploaded the corrected installer. Pls re-download and install if you have already installed 1.53.1.67.
Paul
Re: OctaneRender for Modo Beta 1.53.1 [TEST]
Posted: Thu May 15, 2014 12:15 pm
by face_off
I have refreshed the installer at the top of this thread with:
1.53.1.68
- Fixed Viewport Navigation popup erroneously displaying when changing "Pick" modes
Paul
Re: OctaneRender for Modo Beta 1.53.1 [TEST]
Posted: Thu May 15, 2014 9:07 pm
by funk
Here are a few problems I've run into while testing
1) Nodes are left in scene when override is deleted
When an octane override is deleted in the shader tree, the nodes are not deleted from the scene (click the + next to the scene item). I've noticed lots of junk nodes left over in my scenes. This can really build up over time requiring manual cleanup.
2) Problems with visibility of emitters created from modo lights
When "Create octane emitter" is used on lights, the geometry becomes a child of the parent light in the item list. When you toggle the modo light on and off, octane doesnt recognise that the child geometry is toggled on/off so you have to manually reload the scene to see the changes.
3) Area light conversion doesnt add an item shader
When a point light is converted, you add an item shader which hides its visibility on modo. Please do this for area lights too.
4) When an override is deleted undoing leads to CRASH
If you delete an override, undoing doesnt work. You can keep pressing undo to try to get it back. Eventually some errors pop up and modo crashes. This happens in 701 and 801
5) Viewport navigation is very touchy
Often when I zoom it happens way too fast and I just get lost in the viewport. This may be dependent on scene size? I dont know but it's too different from the feel of modo's navigation
Re: OctaneRender for Modo Beta 1.53.1 [TEST]
Posted: Fri May 16, 2014 9:58 am
by funk
Replicators dont seem to be working in the latest build
CORRECTION: Replicators work, but something has changed. Previously hidden prototypes were working as they do in modo. Now if a prototype is hidden, the replicators dont render in octane
Re: OctaneRender for Modo Beta 1.53.1 [TEST]
Posted: Fri May 16, 2014 11:45 am
by face_off
I have refreshed the installer at the top of this thread with:
1.53.1.69
- Resolved issue where texturemaps were being converted from the Modo Shader Tree to the Octane material even when they were below the Modo Material in the Shader Tree
- Fixed issue where moving items into the root of the Shader Tree was not refreshing all materials
- Fixed issue where changing the visibility of a Modo light which has had an Octane light created for it was not changing the visibility of the Octane emitter geometry
- Fixed crash resulting from Undo'ing after creating an Octane Override
- Fixed crash resulting from Undo'ing after deleting an Octane Override. This situation is not handled flawlessly, and it is possible to confuse the plugin, by partially undo'ing the Override delete, and then creating another Override - but the crash should be resolved
Paul
Re: OctaneRender for Modo Beta 1.53.1 [TEST]
Posted: Fri May 16, 2014 11:46 am
by face_off
Hi Funk
1) Nodes are left in scene when override is deleted
When an octane override is deleted in the shader tree, the nodes are not deleted from the scene (click the + next to the scene item). I've noticed lots of junk nodes left over in my scenes. This can really build up over time requiring manual cleanup.
Yes, this is because you cannot have the channel modifiers as children to the Octane Override item. The "Delete Unused Nodes" button has been provided on the Setup panel to assist keep things clean.
2) Problems with visibility of emitters created from modo lights
When "Create octane emitter" is used on lights, the geometry becomes a child of the parent light in the item list. When you toggle the modo light on and off, octane doesnt recognise that the child geometry is toggled on/off so you have to manually reload the scene to see the changes.
Fixed in the above release.
3) Area light conversion doesnt add an item shader
When a point light is converted, you add an item shader which hides its visibility on modo. Please do this for area lights too.
The current workflow is as per your instructions...
* Octane diffuse opacity = 1 (So we see it in reflections... right now the plugin makes area lights invisible)
But easy to change - are you sure you want this change?
4) When an override is deleted undoing leads to CRASH
If you delete an override, undoing doesnt work. You can keep pressing undo to try to get it back. Eventually some errors pop up and modo crashes. This happens in 701 and 801
Fixed in the above release.
5) Viewport navigation is very touchy
Often when I zoom it happens way too fast and I just get lost in the viewport. This may be dependent on scene size? I dont know but it's too different from the feel of modo's navigation
I agree - there is some fine (and not so fine) tuning to be done on this. Any specific recommendations you have I can implement.
Paul
Re: OctaneRender for Modo Beta 1.53.1 [TEST]
Posted: Fri May 16, 2014 11:50 am
by face_off
Replicators work, but something has changed. Previously hidden prototypes were working as they do in modo. Now if a prototype is hidden, the replicators dont render in octane
This is a byproduct of your request that meshes update live when the Modo mesh visibility is changed - which means an Octane mesh's visibility is now tied to the visibility of that mesh in Modo. Replicators break this rule - in that a prototype may be NOT visible, yet still show in the replicator. Is this a Modo bug? I will so if there is a workaround to this - but there may not be.
Paul
Re: OctaneRender for Modo Beta 1.53.1 [TEST]
Posted: Fri May 16, 2014 7:13 pm
by lightboy
Could someone tell me how to get viewport navigation working?
I'm just coming back to this after being away and can't seem to get the interaction in the octane viewport.
Keith