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Re: OctaneRender for Modo (Windows) 2.11.1 [TEST]

Posted: Tue Oct 21, 2014 2:55 pm
by v1adut
Modo Features Request


Hi Paul,

Here is the issue,

Modo has a nice way to save assemblies for later use, for example:

A character textured, rigged, can be then used with a double click into an new scene.
I tried this with a character that has octane material applied, but when imported the links get messed all up, and the material does not
come with the mesh, even when I check in the groups editor, the group related to the mesh contains all the elements needed for that object, like locators, octane nodes, but the links are broken.

My request, can you please take a look into this issue and see if the links can be perpetuated in the new scene for later use ?

Cheers,
Vlad

Re: OctaneRender for Modo (Windows) 2.11.1 [TEST]

Posted: Tue Oct 21, 2014 3:05 pm
by v1adut
I think if this is fixed, we can make material presets for modo, and this will be a huge workflow kick for me.

Re: OctaneRender for Modo (Windows) 2.11.1 [TEST]

Posted: Tue Oct 21, 2014 9:10 pm
by face_off
I tried this with a character that has octane material applied, but when imported the links get messed all up, and the material does not
come with the mesh, even when I check in the groups editor, the group related to the mesh contains all the elements needed for that object, like locators, octane nodes, but the links are broken.
Could you pls send me the rigged character with the Modo materials?
I think if this is fixed, we can make material presets for modo, and this will be a huge workflow kick for me.
You can already create a preset for a single Octane material ("Save as Preset" button).

Paul

Re: OctaneRender for Modo (Windows) 2.11.1 [TEST]

Posted: Wed Oct 22, 2014 12:16 pm
by Obizzz
I get this error when starting Modo. I guess it's looking for something that's not there. Is there a way to fix this?

Started logging on 22.10.14 14:12:44

OctaneRender version 2.11.1 (2110002)

Failed to load preferences from "C:\Users\Martin\AppData\Roaming\OctaneRender\{84d9621349fa4b4fb8ee78d63c54d977}\preferences_v2"

Re: OctaneRender for Modo (Windows) 2.11.1 [TEST]

Posted: Wed Oct 22, 2014 1:34 pm
by face_off
Failed to load preferences from "C:\Users\Martin\AppData\Roaming\OctaneRender\{84d9621349fa4b4fb8ee78d63c54d977}\preferences_v2"
You should only get this the first time you start Modo after updating to the latest release. The warning should not appear on subsequent Modo sessions.

Paul

Re: OctaneRender for Modo (Windows) 2.11.1 [TEST]

Posted: Wed Oct 22, 2014 3:23 pm
by Obizzz
face_off wrote:
Failed to load preferences from "C:\Users\Martin\AppData\Roaming\OctaneRender\{84d9621349fa4b4fb8ee78d63c54d977}\preferences_v2"
You should only get this the first time you start Modo after updating to the latest release. The warning should not appear on subsequent Modo sessions.

Paul
Haha, I had an error popping up everytime I started Modo before. I just updated to the latest version and it was still there. Turns out it was just this first time thing so my original error is gone :)

Re: OctaneRender for Modo (Windows) 2.11.1 [TEST]

Posted: Sun Oct 26, 2014 2:39 am
by face_off
I have refreshed the installer at the top of this thread with:

2.11.1.34
- Fixed projection mapping issue with Planar mapping in the X and Z axis
- Fixed a number of issues resulting in incorrect frame numbers being displayed when rendering animations

2.11.1.33
- Fixed issue where saving as Multi-layer EXR in animations was saving the frame prior to all passes finishing rendering
- Added the Render Pass name currently being rendered to the Render Statistics

Paul

Re: OctaneRender for Modo (Windows) 2.11.1 [TEST]

Posted: Sun Oct 26, 2014 5:18 am
by funk
face_off wrote:Added the Render Pass name currently being rendered to the Render Statistics
Paul, this isnt working correctly. It's always showing the last pass name from all the passes you are rendering. Msamples per second always shows 0.00 too.

Re: OctaneRender for Modo (Windows) 2.11.1 [TEST]

Posted: Sun Oct 26, 2014 10:43 pm
by face_off
Paul, this isnt working correctly. It's always showing the last pass name from all the passes you are rendering. Msamples per second always shows 0.00 too.
Fixed in the next release.

Paul

Re: OctaneRender for Modo (Windows) 2.11.1 [TEST]

Posted: Mon Oct 27, 2014 2:44 am
by face_off
I tried this with a character that has octane material applied, but when imported the links get messed all up, and the material does not
come with the mesh, even when I check in the groups editor, the group related to the mesh contains all the elements needed for that object, like locators, octane nodes, but the links are broken.
Hi Vlad - thanks for sending through the scene and additional info. Answering here in case others have the same question....

If you have a rigged character/figure, if you rightclick the Item and "Save Assembly", it will save the figure as an Assembly - but because each Octane Override for that figure is it's own Assembly, when you reload the saved Assembly, all the Octane Overrides will be in the one Assembly - and not work correctly.

Instead you need to save the figure as a Preset (although in the specific example you sent me, you need to merge the balls with the clown, or save the clown and balls as separate Presets).

Paul