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Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]
Posted: Thu Jun 18, 2015 9:31 am
by studio3lhd
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.
Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]
Posted: Thu Jun 18, 2015 12:11 pm
by face_off
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
Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]
Posted: Fri Jun 19, 2015 9:45 am
by hacozac
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.
Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]
Posted: Fri Jun 19, 2015 11:49 am
by face_off
"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
Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]
Posted: Fri Jun 19, 2015 12:26 pm
by hacozac
Oh, I was checking the Octane Log..
Sorry, Modo Event Log is below.
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.
Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]
Posted: Fri Jun 19, 2015 4:04 pm
by v1adut
Hi Paul,
Octane render modo 901.... does have issues with opacity maps png format.
Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]
Posted: Sat Jun 20, 2015 12:31 am
by face_off
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
Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]
Posted: Sat Jun 20, 2015 4:57 am
by hacozac
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.
Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]
Posted: Sun Jun 21, 2015 11:53 am
by face_off
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
Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]
Posted: Sun Jun 21, 2015 12:27 pm
by v1adut
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.