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Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]
Posted: Wed Jun 10, 2015 9:06 am
by funk
Second feature request for today. Add support for "diffuse amount" when using images.
When you convert a color (eg diffuse color), you do: modo diffuse amount * modo diffuse color = octane RGB color. This is perfect for colors, but if we use an image set to diffuse color, diffuse amount gets ignored.
An easy way to support this is to set "octane RGB (or greyscale) image Power" = modo diffuse amount
Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]
Posted: Wed Jun 10, 2015 10:22 am
by face_off
Thanks Funk - I will add those FR's to the TODO list.
I have refreshed the installers at the top of this thread with:
2.23.2.77
- Added the Panoramic Camera Stereo Output "Over-Under" option
- Added additional Panoramic Camera cube mapping projections
* Known Issue: When the Use Modo Render Cache preference is enabled, Replicator Prototypes must be visible, otherwise they do not render. This has been reported as a bug to TF.
Paul
Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]
Posted: Sun Jun 14, 2015 6:02 pm
by marcus1070
Hi Paul! Good to notice about the 16 bit multilayer EXR... But, i'v tryed to save a 16bit and when i open at PS it tells that is 32bit..
Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]
Posted: Sun Jun 14, 2015 11:55 pm
by face_off
Good to notice about the 16 bit multilayer EXR... But, i'v tryed to save a 16bit and when i open at PS it tells that is 32bit..
Are the 16bit and 32bit file sizes the same or different?
Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]
Posted: Wed Jun 17, 2015 2:10 pm
by studio3lhd
Any chance to get nodal shading working in 901, or do we have to pray on the altar of TF?
The box is white even after refresh, it simply ignores the constant node...
I've also posted here:
http://render.otoy.com/forum/viewtopic.php?f=34&t=47934
[EDIT]: It does work!!! However the constant needs to be setup like this. It kind of defeats the purpose of having nodes at all, though... Hopefully this workaround can also be applied to more complicated stuff.
see below for image, since I don't know how to insert a second one here (no wonder the shading didn't work lol)
regards,
Jan
Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]
Posted: Wed Jun 17, 2015 2:19 pm
by studio3lhd
studio3lhd wrote:
see below for image, since I don't know how to insert a second one here (no wonder the shading didn't work lol)
Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]
Posted: Wed Jun 17, 2015 9:08 pm
by funk
Feature request: Automatically convert more if modo's environment settings to octane environment values (intensity, rotation, position etc)
Some things are already being converted (eg. "Use modo IBL gamma" and texture locator "horizontal wrap" if it is -1.0), so I'm hoping position/rotation and intensity can be as well
Here are some suggestions:
Checkbox: "Use Modo Environment Intensity"
octane env power = modo environment intensity (radiance)
Checkbox: "Use Modo IBL rotations"
octane texture env rotation X = 0 - modo env texture (locator) rotation X
octane texture env rotation Y = modo env texture (locator) rotation Y - 180
octane texture env rotation Z = 0 - modo env texture (locator) rotation Z
Checkbox: "Use Modo IBL Y position"
octane IBL Y translate = modo env texture (locator) position Y
Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]
Posted: Thu Jun 18, 2015 1:54 am
by face_off
Funk, I will look at the changes in the next release.
Any chance to get nodal shading working in 901, or do we have to pray on the altar of TF
I added a page to the manual on this.
http://render.otoy.com/manuals/Modo/?page_id=1127.
Paul
Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]
Posted: Thu Jun 18, 2015 3:14 am
by funk
Feature request: Modo value to octane value converter node
I was wondering if you could implement a "conversion" node that would let me plug a modo node into it, and it would convert it to a value that could be plugged into an octane node.
The converter could have an option where you select what type it should convert to: eg rgb color, greyscale color, int, float, bool, enum etc
This would let me do stuff I cant normally do eg. I could use an expression node or some math nodes to change a value then input into octane
I've posted a screenshot of what I mean (the "assembly" is just for illustration... it would be your converter node)
Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]
Posted: Thu Jun 18, 2015 9:23 am
by studio3lhd
face_off wrote:Funk, I will look at the changes in the next release.
Any chance to get nodal shading working in 901, or do we have to pray on the altar of TF
I added a page to the manual on this.
http://render.otoy.com/manuals/Modo/?page_id=1127.
Paul
Cool, thanks!
I believe you need to re-order the instructions a bit - [[[2) Add a Cube, assign the “cube 1″ material to it, add an Octane Override to “cube 2″]]] - but we have yet to make "cube2" in step 3..)

However, I wasn't able to reproduce this behavior, I assume you also drag&dropped the checker with it, since they appear in both materials?