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Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Sat Dec 17, 2016 12:21 pm
by Hesekiel2517
Thank you! Works as expected
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Sun Dec 18, 2016 10:48 pm
by Visualize
Hey, I'm having some issues with Viz Park Trees. One of the trees is using stencils. The leaves are not visible using Octane. It works properly in Modo Render but not Octane. The stencil file was a PNG.
I have used stencils before and there were no issues. I would appreciate any suggestions. I have uploaded a Jpeg.
Thanks.
Edit- Solved problem on my own. The Stencil was in black and white. It works fine in Modo but Octane does better with "silhouettes." All I had to do was go in photoshop and invert the selection then select the white area and delete it. Save it as a PNG to preserve the transparency. Then link it as the stencil and it worked.
Let me know if there is another way to this with the black and white stencil.
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Mon Dec 19, 2016 12:49 pm
by Obizzz
Yes, you can select the texture in Modo and under Alpha channel set to it to ignore instead of use.
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Mon Dec 19, 2016 12:57 pm
by Obizzz
face_off wrote:
- Added "Weld Vertices" option to Live Geometry Update Mesh items. Enable this if using Round Edges in an Octane Override for that mesh item. There seems to be a 10-20% performance hit when loading meshes into Octane with the Weld Vertices option enabled.
Paul
Just to clarify. The 10-20% increase is in loading times not rendering times. Right?
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Mon Dec 19, 2016 3:40 pm
by MildMustard
Obizzz wrote:face_off wrote:
- Added "Weld Vertices" option to Live Geometry Update Mesh items. Enable this if using Round Edges in an Octane Override for that mesh item. There seems to be a 10-20% performance hit when loading meshes into Octane with the Weld Vertices option enabled.
Paul
Just to clarify. The 10-20% increase is in loading times not rendering times. Right?
Yeah I think it is only load-time. Have to test it again though.
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Tue Dec 20, 2016 8:20 am
by face_off
Obizzz, yes, only load time.
Paul
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Tue Dec 20, 2016 9:38 pm
by Visualize
Obizzz wrote:Yes, you can select the texture in Modo and under Alpha channel set to it to ignore instead of use.
Wow thanks man! It worked.
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Thu Dec 22, 2016 12:25 am
by face_off
I have new posted the 3.5.0.115 build to the top of this thread, and included the OSX, Linux and VR installers.
Paul
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Thu Dec 22, 2016 11:07 pm
by Tharso
why maya plugin load meshs much faster? is it a new engine?
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Fri Dec 23, 2016 7:35 am
by face_off
why maya plugin load meshs much faster? is it a new engine?
The Octane engine used in OctaneRender for Maya is identical to that used in OctaneRender for Modo - so any difference you see would be at the Modo end (or your geometry in Modo has more vertices than in Maya).
Paul