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Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]

Posted: Sun Jun 21, 2015 1:16 pm
by face_off
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.
I think this will require both a change to the plugin and a change to Modo. I will take a closer look in the next day or two. Did you try the Reference Scene option?

Paul

Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]

Posted: Sun Jun 21, 2015 1:50 pm
by hacozac
face_off wrote:- You can now animation the rendering resolution (regardless of the "Use Modo Resolution" checkbox status)
Thank you so much Paul! You saved my work!

Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]

Posted: Sun Jun 21, 2015 8:05 pm
by funk
BUG: If you have "preview mode" enabled, pressing "kernel > reset settings to default" resets it to OFF
1. Start octane viewport
2. Enable preview mode
3. Press kernel > reset settings to default

RESULT: Preview mode gets disabled. This means that Octane still considers "preview mode" as part of the kernel settings and probably also SAVES it when using "save settings to default" (although that is currently broken). The easiest fix is to just add the preview mode toggle back into the kernel form again (under resolution?). You could also just remove preview mode from being reset/saved

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BUG: The new "Polygon displacement" toggle is not reset when pressing "reset settings to default"
1. Start octane viewport
2. Enable kernel > polygon displacement
3. Press kernel > reset settings to default

RESULT: Polygon displacement remains enabled when it should get disabled

NOTE: When testing the fix, please test that all channels in all the octane popups are reset correctly. This feature was created a while ago and a few channels may have changed.

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BUG: Kernel "Save settings as defaults" no longer works
1. Set Kernel > Caustic blur = 1 and GI CLAMP = 1
2. Press kernel > Save settings as default
3. Restart modo and open the kernel settings again

RESULT: None of the settings we changed are set as defaults. If you press "reset settings to default" you can see errors in the modo error log - "channel.restoreSetup failed, there are no numeric channels selected"

NOTE: When testing the fix, please test that all channels in all the octane popups are SAVED/RESET correctly. This feature was created a while ago and a few channels may have changed.

Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]

Posted: Sun Jun 21, 2015 8:44 pm
by funk
BUG: Kernel "Reset settings as defaults" is resetting your render passes options

1. Open render passes and enable emitters, environment and diffuse direct
2. Open kernel and press "Reset settings as defaults"
3. Open the render passes again

RESULT: All your render pass settings have been removed. The reset command is running a "channel.restoreSetup" on all the octane channels stored in the render item.

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FR: Please add a "Reset settings as defaults" command to the Environment settings
The environment settings already has a "save settings" button. Please add a reset too

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FR: Please add a "Reset/SAVE settings as defaults" commands to the Render Passes settings
I would like to be able to save and reset a default set of render passes as well

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FR/BUG: 801 and 901 "save settings as default" are stored in the same place. Please separate them
801 and 901 are storing settings in "configs\Octane Defaults". This will probably cause issues because there are currently some different channels (polygon displacement) in some of the forms (and possibly more in the future)
Maybe you should store 901 settings in "configs\Octane Defaults 901"? This would also allow us to save different defaults for 801 vs 901

Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]

Posted: Sun Jun 21, 2015 10:03 pm
by funk
BUG: Lock buton missing from 901 plugin

The 801 setup window has a "lock" button which prevents material changes from affecting the render. This is missing in 901

Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]

Posted: Mon Jun 22, 2015 12:30 am
by face_off
Thanks for the bug reports Funk. A few of these are due to a change in the Modo901 API related to how file paths are constructed which the plugin did not compensate for.
BUG: If you have "preview mode" enabled, pressing "kernel > reset settings to default" resets it to OFF
Yes, "Preview Mode" is a Kernel setting - so gets saved to the default. The other option is it could be a Preference setting - but I think having it saved with the Kernel is a better option, since it is then saved with the LXO. Not sure there is any value in adding the "preview mode" checkbox to the Kernel settings - since it's already a button on the toolbar.
BUG: The new "Polygon displacement" toggle is not reset when pressing "reset settings to default"
Fixed in the next release.
BUG: Kernel "Save settings as defaults" no longer works
Fixed in the next release.
BUG: Kernel "Reset settings as defaults" is resetting your render passes options
Fixed in the next release.
FR: Please add a "Reset/SAVE settings as defaults" commands to the Render Passes settings
The render passes are saved on the Modo render item - so their defaults should be saved/loaded via the Kernel settings. Splitting these out into a separate save XML file causes issues when the Kernel "package" is created when Modo first starts - because the defaults for the Kernel are coming from 2 sources rather than one. With enough time this could be handled - but it would be an overly large time investment for a marginal gain IMO.
FR: Please add a "Reset settings as defaults" command to the Environment settings
Done in the next release.
FR/BUG: 801 and 901 "save settings as default" are stored in the same place. Please separate them
The default files should be fine servicing both Modo801 and 901 with the above bugs fixed.
The 801 setup window has a "lock" button which prevents material changes from affecting the render. This is missing in 901
Fixed in the next release.

Thanks

Paul

Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]

Posted: Mon Jun 22, 2015 7:37 am
by face_off
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.
This will be possible in the near future. However I understand that as an alternative, you can also save both the Octane material and the Modo mesh as an assembly by dragging the mesh and Octane material items into a new workspace and save that as an assembly. Credit to Funk for this suggestion. I haven't tried it myself.

Paul

Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]

Posted: Mon Jun 22, 2015 8:09 am
by voto1979
Hi, I Am having serious problems using textures in Modo 901 with Octane (they are not visible in the render).
Also start, stop and refresh can crash Modo 901.

Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]

Posted: Mon Jun 22, 2015 11:50 am
by face_off
Pls refer to http://render.otoy.com/universe.php#42M ... 0Specifics. The easy solution is to disable Preferences->Octane->Use Modo Render Cache.
Paul

Re: OctaneRender for Modo (Windows) 2.23.2 [TEST]

Posted: Mon Jun 22, 2015 4:34 pm
by v1adut
face_off wrote:
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.
This will be possible in the near future. However I understand that as an alternative, you can also save both the Octane material and the Modo mesh as an assembly by dragging the mesh and Octane material items into a new workspace and save that as an assembly. Credit to Funk for this suggestion. I haven't tried it myself.

Paul

Thank you Paul, I will definitely try it.
And also thank you for considering the extra file management for this feature request.