I have to get some solid steps for the other crashes too, but most of them are random while editing overrides
My expectation is that it will never crash when editing nodes. If it does, there is a problem. If it happens to you, pls let me know: was the Viewport open, and what type of value were you editing (float, int, color)?
I have just resolved a Mac OSX crash related to editing colors. I was unable to reproduce it on Windows - but if /anyone/ has this happen, pls let me know and I will change the Windows version too.
The tooltip states its for when selecting AND creating... I would prefer not to have it open even when creating too.
I will try to add this option.
Paul, please give us this option for the environment too. I almost always use texture environment instead of daylight
This is in the next release.
Issues with downloading livedb presets:
1. I got this to work, but once the plugin installs the presets and you try to exit modo, a confirm/save dialog box appears for each preset downloaded. I had to cancel about 10 save dialog boxes.
Fixed in the next release.
2. Some livedb presets dont have icons yet. The octane plugin displays some strange corrupted icon in the preset browser. There will probably need to be a way to update icons only, once the livedb has generated them. If no icon is generated, we need something nicer in its place (like the X icon in standalone)
Fixed in the next release.
I have been trying out some of the more complex livedb presets (eg. materials\organic\skin\tonysculpter Skin R15) and they dont work in modo due to nodes the plugin doesnt have. In standalone we have "In" and "Out" nodes which can be used as inputs/outputs of grouped of nodes. eg. When you drag drop a preset from standalone, it places it inside a group and the "in/out" nodes become input/output pins of this group node
I have an idea on how to implement this in modo. We could use sub-assemblies which allow inputs and outputs to be exposed. The only problem is the octane node inputs and outputs throw an error when you try to expose them.
I doubt any of the plugins support "tonysculpter Skin R15" because of the input nodes - as you point out. At the moment the plugin filters out all the input/output nodes - because there is now equivalent Octane node in the Modo plugin.
Whilst, yes, this could be supported by the Modo plugin, it would be substantially quicker to manually convert those node layouts to a workspace/subassembly system than have the plugin do it programmatically. If there are a handful of LiveDb textures in this category, I suggest this approach. In the long-term, I will look at having the plugin support in/out and group nodes.
Issues saving and loading our own presets:
We need some documentation on how to do this correctly. I have recreated tonysculpters skin r15 and when I try to save it I only get a glossy node on reload.
1. Load the attached scene
2. Select the head override
3. In the octane window, preset "save as preset"
4. Create a new scene, add a sphere and give it a material
5. Open the preset browser and right click "load" the preset you saved
BUG: Only a standard glossy node and rgb appear.
Fixed in the next release. Manual states "Save as Preset – Saves the selected Octane Override as a Preset, which can be loaded into other scenes. When loading a Octane Override Preset, rightclick the preset item and “Load”, and the Octane Override will be loaded in the root of the Shader Tree, where you can then drag it to the appropriate material group.".
Crash adding override after closing a scene
1. I start modo in the render tab
2. Select the base material in the shader tree
3. Select Add layer > custom material > octane override
4. Close the octane window and close the scene (ctrl+w)
5. Select the base material in the shader tree
6. Select Add layer > octane override
BUG: At this point modo usually crashes. If not repeat from step 4 again
Been discussed above. In summary - I have spoken to the Modo devs about this (yesterday), and we tried many workarounds, but they have not worked. This is fixed in Modo8.
Paul