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 see
https://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