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Re: OctaneRender for Modo (Windows) 2.06 [TEST]

Posted: Tue Sep 09, 2014 2:03 pm
by funk
Paul, here is a way to trigger the error in the sample scene I sent.

1. Load the scene
2. Open octane setup
3. open the viewport
4. Select the "NaughtOne_Portion_3_Seat_Sofa_Two_Arms.lxl" ITEM MASK
5. Add an octane override.

RESULT: Octane error pops up

A different way:

1. Load the scene
2. Open octane setup
3. open the viewport
4. Select the "NaughtOne_Portion_3_Seat_Sofa_Two_Arms.lxl" ITEM MASK
5. Change the Polygon tag dropdown to (none)


RESULT: Octane error pops up

Re: OctaneRender for Modo (Windows) 2.06 [TEST]

Posted: Tue Sep 09, 2014 11:41 pm
by face_off
errors like this:
"The NaughtOne_Portion_3_Seat_Sofa_Two_Arms.lxl (2):NaughtOne_Portion_Fabric (10) Octane material was updated but could not be found in the Octane scene."
I will fix this.

FYI: I have added the above error check to pop when the plugin detects an Octane material has changed, but there was no Octane geometry in the scene which used that material name. The item tags on Modo Materials were causing some material naming issues - and the previous version of the plugin would not pick this up, and therefore you would find that you edit an Octane material, but the change would not propagate to Octane until you did a refresh. Now, the warning will pop when this happens. If you get the warning - then the plugin has not correctly determined the full material name. I will fix this instances when they are reported to me, so you should never see this warning in the future.

Sorry for the overly detailed explanation.

Paul

Re: OctaneRender for Modo (Windows) 2.06 [TEST]

Posted: Wed Sep 10, 2014 3:38 am
by face_off
Small update to the TEST release posted above. If you post this at the top of this thread if no issue are reported in the next 24hrs.

2.6.0.27
- Removed warning added in 2.6.0.26
- Fixed issue where Octane Overrides in the root of the Shader Tree would not update in the Viewport when adding or deleting Octane node connections
- Started merging Setup panel button icons into one PNG file to reduce Modo preview window navigation lag with theSetup panel is open

http://render.otoy.com/customerdownload ... _64bit.exe

Paul

Re: OctaneRender for Modo (Windows) 2.06 [TEST]

Posted: Thu Sep 11, 2014 10:49 am
by face_off
I have refreshed the installer at the top of this thread with:

2.6.0.28
- The Octane fov is now calculated from the Modo Film Fit - so the Viewport should match the Modo preview window extents. Credit to Funk for providing the formula.

2.6.0.27
- Fixed issue where Octane Overrides in the root of the Shader Tree would not update in the Viewport when adding or deleting Octane node connections
- Started merging Setup panel button icons into one PNG file to reduce Modo preview window navigation lag when the Setup panel is open

2.6.0.26
- Resolved issue where updating an Octane material which was in a group with an item tag in the Shader Tree was stopping the Viewport updating
- Resolved issue where pressing 'tab' (instead of 'enter') would not process the channel change in the Octane Veiwport

Paul

Re: OctaneRender for Modo (Windows) 2.06 [TEST]

Posted: Mon Sep 15, 2014 6:42 am
by Dmi3ryd
Hello Paul. Is it possible realize zoom at mouse point in previrew render? Also will be nice so see sharp pixel interpolation when zooming.

Re: OctaneRender for Modo (Windows) 2.06 [TEST]

Posted: Mon Sep 15, 2014 7:19 am
by face_off
Hello Paul. Is it possible realize zoom at mouse point in previrew render? Also will be nice so see sharp pixel interpolation when zooming.
Hi Dmity - both these have been requested before, and definitely on the todo list. However at the moment I would need to implement these functions in the Windows native API, OSX Cocoa environment, and Linux Qt environment - so a lot of work, and a lot to support. So I am saving these for if/when TheFoundry support a unified GUI for all 3 environments (ie. when the current Linux Qt environment is exposed to OSX and Windows).

Paul

Re: OctaneRender for Modo (Windows) 2.06 [TEST]

Posted: Mon Sep 15, 2014 10:55 am
by Dmi3ryd
Thank you !

Re: OctaneRender for Modo (Windows) 2.06 [TEST]

Posted: Sun Sep 21, 2014 8:24 pm
by v1adut
Hi Paul,

You do a great job with these octane plugins, and since I do not know anyone else who has your expertise with these cuda renders, I would like to ask if you can consider making a plugin for modo for https://www.redshift3d.com renders.

This render is more like modo render, is ray traced, it is cuda based.

Can you please let me know if you are interested in this, and if you have the time ?
I see you code a lot on all these plugins. ...

Re: OctaneRender for Modo (Windows) 2.06 [TEST]

Posted: Sun Sep 21, 2014 10:30 pm
by face_off
I have posted a test build with 2 small changes below.

2.6.0.29
- Fixed issue with Modo Cylindrical Projection mode. Z axis Cylindrical projection does not correctly match when there is a non-zero UV Rotation (I suspect due to a Modo issue rather than the plugin).
- Fixed issue where rendering animation with the Daylight environment was not setting the sun vector after frame 1

http://render.otoy.com/customerdownload ... _64bit.exe

Paul

Re: OctaneRender for Modo (Windows) 2.06 [TEST]

Posted: Fri Sep 26, 2014 2:22 am
by face_off
Pls see http://render.otoy.com/forum/viewtopic.php?f=34&t=42581 for the first build of the plugin for Octane 2.10. This TEST thread will now be closed. 2.06 plugin issues can be reported against the 2.06 STABLE thread at http://render.otoy.com/forum/viewtopic. ... 49#p188949.

Paul