OctaneRender for Modo 3.03.3 [STABLE]

Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

Moderator: face_off

studio3lhd
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studio3lhd wrote:
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?
Correction, it does work, except the original material updates in real time, but for the other one (lets call it "instance"), the viewport needs to be refreshed to see the change!
Also, I believe everything needs to be dropped into another node group together, both the textures/emissions/etc and the material itself (I might be wrong on that one, but it worked like this for me, I tried with the emission node). After that, just connect the output pin to the octane override node and you're good to go.
This will do for now, although the ideal and final solution hopefully won't include overrides of any kind.
Octane for Modo (v 2.22.2.68), Modo (801 sp4);
2 x TITAN Black,
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face_off
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Correction, it does work, except the original material updates in real time, but for the other one (lets call it "instance"), the viewport needs to be refreshed to see the change!
Yes, you need to refresh the viewport after changing the material each time. I will see if this can be fixed.

EDIT: I just fixed this - and it will be in the next release.
Also, I believe everything needs to be dropped into another node group together, both the textures/emissions/etc and the material itself (I might be wrong on that one, but it worked like this for me, I tried with the emission node). After that, just connect the output pin to the octane override node and you're good to go.
I was able to just drop the material node and the rest are "implied".

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
hacozac
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Hi Paul.

I noticed frame width and height can not animate. Today I must output a large amount of various sizes images. If you fix it, I am glad.

And an error below is displayed when I add octane displace node and open viewport.
"An Octane Error has occurred. Check the Event Log for details."
There is no log. But displacement map is works fine. I attached the simple scene.

I use modo 701 sp5.
Attachments
OctaneDisplacement.zip
Simple scene with Displacement map
(105.69 KiB) Downloaded 149 times
Win7 x64/ Core i7 4790/ 16GB RAM/ 6x GTX 980/ 1x GTX 780ti/ 2x GTX 590/ Driver 355.98/ Modo 902 SP2
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face_off
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"An Octane Error has occurred. Check the Event Log for details
Did you check the Modo Event Log?

EDIT: The log message is related to displacement mapping on Modo701/801 and is a plugin bug, which I will fix in the next release.
I noticed frame width and height can not animate. Today I must output a large amount of various sizes images. If you fix it, I am glad.
This is deliberate - since in general I would think people would not want to have the output resolution change when rendering an animation. It's easy to change, but I'm not sure it's a change other users would want that. Happy to hear from other users on this....

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
hacozac
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Oh, I was checking the Octane Log..
Sorry, Modo Event Log is below.
Image

This error occur plugin vesion 2.23.2.77.
Not occur on 2.23.2.73.

EDIT: Thank you for fixing.


I'm drawing Architectural Images for Presentation.
I have to rendering images from a variety angles each frames like a taking the photo.
The image size is different main/sub cut and portrait/landscape.

EDIT: Certainly, the output resolution change may not be necessary for people of the video industry.
But it should be necessary for other users of Architecture, Industrial Design and Publishing Industry.
When rendering hundreds images, it is impossible to render it while setting one by one resolution.
Last edited by hacozac on Fri Jun 19, 2015 5:09 pm, edited 2 times in total.
Win7 x64/ Core i7 4790/ 16GB RAM/ 6x GTX 980/ 1x GTX 780ti/ 2x GTX 590/ Driver 355.98/ Modo 902 SP2
v1adut
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Hi Paul,
Octane render modo 901.... does have issues with opacity maps png format.
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face_off
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Location: Adelaide, Australia

EDIT: Certainly, the output resolution change may not be necessary for people of the video industry.
But it should be necessary for other users of Architecture, Industrial Design and Publishing Industry.
When rendering hundreds images, it is impossible to render it while setting one by one resolution.
I agree. The plugin deliberately uses the resolution set at frame 0. I'm just not sure if changing this will negatively impact people. So it would be good to get opinions from other users.
Octane render modo 901.... does have issues with opacity maps png format.
What specific issues pls?

Thanks

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
hacozac
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face_off wrote:I agree. The plugin deliberately uses the resolution set at frame 0. I'm just not sure if changing this will negatively impact people. So it would be good to get opinions from other users.
I think it is simple better way that the user would not want to have the output resolution change when rendering an animation set the toggle button "Use Modo Resolution" in kernel setting panel disable.
Win7 x64/ Core i7 4790/ 16GB RAM/ 6x GTX 980/ 1x GTX 780ti/ 2x GTX 590/ Driver 355.98/ Modo 902 SP2
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face_off
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I have refreshed the installers at the top of this thread with:

2.23.2.78
- Changed "octane.command exportAlembic" to "octane.saveAnimation [filename]"
- Fixed minor issues when cancelling an animation in Modo901
- Fixed bug where the octane.materialMacro pasteMaterial command would not paste Specular materials
- Changing the value of "shared" Octane Override nodes now updates all materials using those nodes
- Fixed "Error getting polygon displacement" log message when rendering with displacement in Modo701/801.
- You can now animation the rendering resolution (regardless of the "Use Modo Resolution" checkbox status)
- Defaulted the "Open Setup Window when Override is selected" and "Open Setup Window when Override is created" Preference to OFF for Modo901
- Added the number of triangle with have Displacement to the render statistics
- Fix the matching of Modo CC Subd Boundary Rules with Octane Subd Boundary Interpolation rules

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
v1adut
Licensed Customer
Posts: 154
Joined: Sun May 30, 2010 4:27 pm

Hi Paul

I will send u a file to see. Basically it make the material transparent as it has 20-50% transparency.

Second question.

Can we now save modo assemblies with meshes items and octane materials. It is big/huge/ultra/uber/over/extra/mega/peta feature to have the reise flow complefe in modo-octane. Can you make an aditional xml like file to store and read data in order to reconstruct the assemby so we "!" can use modo lxp presets assemblies with octane items in it.
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