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Re: OctaneRender for Modo (OS X) 2.24 [TEST]

Posted: Wed Aug 26, 2015 5:40 am
by RobSteady
face_off wrote:Another possibility would be to add a command to set the render region
Hi Paul, will try your suggestion with the zoom first. Thanks!

Re: OctaneRender for Modo (OS X) 2.24.1 [TEST]

Posted: Wed Sep 16, 2015 11:50 pm
by face_off
I have refreshed the installers at the top of this thread with:

2.24.1.87
- Fixed issue where in some situations, non-Live meshes would use the "Texture" UV Vertex map rather than the assigned map
- Fixed an issue related to resolving UV map names for static meshes, hair strand geometry and meshes with Load Cage enabled
- When rendering an animation, you can now select a non-beauty pass prior to starting the animation, and that pass will be saved to the resulting png/exr files. Remember to change the output filename so that you don't overwrite your beauty pass files when doing this. A more complete solution for outputing separate render passes will be in a future release
- Image and Post Proc property/channel changes no more quickly update the viewport
- Saving the Viewport or an animation to Multi-layer EXR now saves UN-TONEMAPPED (ie. Linear color space). So your existing scenes that did save renders Tonemapped, will not save then tonemapped when you load into this release of the plugin
- Added Multi-layer EXR (32/64bit) Tonemapped options to the Viewport save and animation save format
- Fixed issue where the Kernel->Polygon Displacement setting was effecting displacement maps when Use Modo Render Cache was OFF

2.24.1.86
- Compiled with Octane 2.24.1
- Added command "octane.renderStatus ?" which returns true if the render has finished (ie. samples == max samples)
- You can now directly plug Modo Material colors into Octane RGB Color, Octane Greyscale Color and Octane Float Value nodes. See https://youtu.be/fN9H_x_pDpQ for details
- Fixed bug where only 2 (rather than Octane maximum of 3) UV maps could be used. Pls seehttps://youtu.be/rvuFI3okFwA for details.

2.24.0.85
- Zooming the Viewport with the mouse wheel now zooms on the mouse position
- Add a warning message if there are any '~',':' or '%' characters in Shader Tree group names. These characters are used for Selection Set and Part support, so should not be used in Group names
- Changed the conversion of Modo Luminous Intensity to Octane Emitter Power
- Fixed further problem with Modo Offsets not being applied correctly
- Changed the Viewport color scheme to match Modo render viewport
- The Modo Material Diffuse Amount is now used as the Octane Diffuse Image Power
- Modo numerical properties/channels can be connected to Octane Float nodes if via a sub-assembly. This is an undocumented workaround - intended for advanced users only.

2.24.0.84
- Fixed issue where if Film Fit = Fill, the plugin was not calculating the Octane Camera Offset correctly

2.24.0.83
- Fixed crash introduced in 2.24.0.82 related to support of Selection Sets

Thanks

Paul

Re: OctaneRender for Modo (OS X) 2.24.2 [TEST]

Posted: Tue Oct 06, 2015 12:41 pm
by face_off
I have refreshed the installers at the top of this thread with:

2.24.2.88
- Compiled with Octane 2.24.2
- Change scale zooming in the Viewport from Smooth to Sharp interpolation
- Fixed crash when rendering curves in the Modo901 version of the plugin
- Fixed issue where the Glossy "Roughness" value would convert to a number higher than 1.

Paul