Page 26 of 40

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Wed Apr 02, 2014 6:11 am
by funk
deleting to reply to your edit

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Wed Apr 02, 2014 6:22 am
by funk
face_off wrote:
Because you have spec set to 100%

If spec = 4% diffuse will automatically = 0 (black).
OK - I have reflections at 4% (see the screenshot), but I clicked and unclicked Match Specular and it changed to green. So something amiss with Modo there which has me coding the wrong rules :-(

EDIT: If you check the screenshot - you'll see reflections are at 4%.

Modo has a unique way of handling this. It takes some time to understand how it works :) I can see it's confusing you

When conserve energy is ON modo lowers the diffuse amount as specular/reflection (it uses the highest of the 2) is raised. The 4% reflection is being ignored by "conserve energy" in this case and using spec amount 100%, therefore diffuse = 0 (black).

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Wed Apr 02, 2014 6:42 am
by funk
face_off wrote:
3. If modo spec > 60%
then glossy index (IOR) = 1
For what I can tell, "index" = 1 renders the same as index = 8.
It's not the same. Try this. Set the diffuse color to red with index 8, spec = 1. You will still see a red tint. Now set index to 1. The red tint will be gone because the material now has a higher reflectivity.


Index = 1 turns off fresnel. It is a special case built into octane. Octane caps index to 8 (which is only 60% reflectivity)

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Thu Apr 03, 2014 7:22 am
by face_off

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Fri Apr 04, 2014 2:41 pm
by lightboy
Hi Paul
Now that I have been playing around with Octane for a couple of weeks while working on other jobs, I have a few observations.
Overall I like the look of the Octane renderer.
The Plugin makes Octane a lot easier to use (The standlone render app is one of the worst and confusing interfaces I have ever worked with)
There are some issues with work flow on the plugin from my perspective. Now this might be happening because of the way I work.
I do a lot of modeling in Lightwave because of the LWcad plugin.
When I bring my model into Modo it is in a group locator and also in a group item mask. In the shading tab Modo does not have a problem with this but Octane does.

I have an interior with lots of lights, Modo renders it fine but Octane will only see the environment lighting.
If I add Octane overide to the lights Octane still does not see the lights that are added to the scene.
As long as the imported objects materials stay in the item mask group, Octane will not render the lights and sometimes it does not render the objects it seems to depend on the scene.
If I drag all the materials out of the group then disable the empty item mask group or delete it Octane will then see the lights and render the objects ( if I don't disable the empty material mask or delete it, Octane will not render the lights only the enviroment. I don't know if there is away to make this automatic, but it did get me for quite awhile before I got it figured out.

The other item that gets confusing is when you create an octane emitter from a light, the name does not carry over to the light emitter and it becomes time consuming to track down the lights that need changing when you have lots of lights in the scene.

Setting up IES lighting is quite a chore. I was playing with the Lightwave demo and this is a lot easier to setup in their plugin. Can this be made any easier?

In the lightwave plugin Octane seems to see more than one UV map per object, I have a chair object with 2 UV maps on it lightwave Octane see both maps and Modo Octane only see's the first map. How is that possible?
Thanks
Keith

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Fri Apr 04, 2014 4:05 pm
by Thirdeye
Hi,

I have a problem with my octane for Modo plugin. When I want to assign a hdri tomy enviroment I always get this message:

File Load Error: Could not load 'C:\Users\Rasmus M:rgba'.

It's not the location of the file and it keeps on saying it even though I tried serval different files...

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Fri Apr 04, 2014 5:50 pm
by lightboy
I have a UV map on an object that needs rotating 90. Seems Octane wont rotate the map.
In Modo UV Rotation input does not have any effect In Octane even after I add the Octane overide.

I added an Octane mesh UV projection but the numeric input does not do anything.
Thanks
Keith

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Fri Apr 04, 2014 11:34 pm
by face_off
I have refreshed the installer at the top of this thread with:

1.50.0.53
- Fixed issue when adding an Override where if the material group polygon tag type was invalid, the material would not convert correctly.
- Fixed issue where deleting a texturemap from the Shader Tree whilst the Viewport was open could cause a Modo crash
- The Viewport controls should now follow the Viewport onto a second monitor
- Fixed issue where Duplicating an Override was not working correctly if the Override has an image map or texture locator attached
- Default kernel, camera and environment settings are now stored in AppData\Roaming\Luxology\, and are now loaded at Modo startup, so you will need to restart Modo after saving defaults in order for them to take effect.
- Fixed crash when performing a Bake operation in ACS.
- Fixd warning given from the Create Octane Emitter function
- The Create Octane Emitter function now supports eliptical light shapes (creating an eliptical emitter)
- Fixed issue where the Greyscale Color nodes where not correctly setting the value when the scene was loaded into Octane
- Change glossy material convertion as per Funk's rule
- Added kernel, camera and environment buttons to the Viewport button bar
- Moved the animation configuration items from the Modo Preferences to the the Octane Kernel panel (so they can be different for each scene)
- Added animation status panel which pops up during animation rendering
- Animation now render from the Modo Scene item "Current Range" Start Frame to the End Frame
- Fixed crash when loading Mesh Presets when you have saved a Kernel default
- IMPORTANT: The camera path is now always loaded into Octane, and moving the animation slider will change the current frame in the Octane scene. This does NOT update geometry - do a scene Refresh for that.
- Removed the warning if you turn on camera motion blur and have 2 cameras in an animation
- Change Lock is now disabled when you open the Viewport
- Octane material "Roughness" now translates directly from the Modo material roughness (rather than roughness * anisotrophy)
- Modo materials will no specular or reflections now convert to an Octane Diffuse material rather than glossy
- Modo materials have have a luminous amount will be converted to Octane diffuse emitters when applying an Octane Override to them. You will need to manually adjust the Emission power to match the Modo scene
- You should now be able to animation the Modo Focus and FStop and have it applied during the rendering of the Octane animation

Paul

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Fri Apr 04, 2014 11:51 pm
by face_off
I have a UV map on an object that needs rotating 90. Seems Octane wont rotate the map.
In Modo UV Rotation input does not have any effect In Octane even after I add the Octane overide.

I added an Octane mesh UV projection but the numeric input does not do anything.
Add a Rotation Transform to the Transform on the Image (see screenshot below) then rotate with the Z axis.
I have a problem with my octane for Modo plugin. When I want to assign a hdri tomy enviroment I always get this message:

File Load Error: Could not load 'C:\Users\Rasmus M:rgba'.

It's not the location of the file and it keeps on saying it even though I tried serval different files...
Can you pls try with the latest version of the plugin (1.50.0.53) - and if the problem persists, let me know.
I do a lot of modeling in Lightwave because of the LWcad plugin.
When I bring my model into Modo it is in a group locator and also in a group item mask. In the shading tab Modo does not have a problem with this but Octane does.
This should be fixed in the update I just posted (1.50.0.53) - my apologies for not posting an update as soon as that problem was fixed - since it's an important one.
I have an interior with lots of lights, Modo renders it fine but Octane will only see the environment lighting.
If I add Octane overide to the lights Octane still does not see the lights that are added to the scene.
As long as the imported objects materials stay in the item mask group, Octane will not render the lights and sometimes it does not render the objects it seems to depend on the scene.
If I drag all the materials out of the group then disable the empty item mask group or delete it Octane will then see the lights and render the objects ( if I don't disable the empty material mask or delete it, Octane will not render the lights only the enviroment. I don't know if there is away to make this automatic, but it did get me for quite awhile before I got it figured out.
Again - this should be fixed in 1.50.0.53. For area/point lights - remember to "Create Octane Emitter", then set the power of the created emission node.
The other item that gets confusing is when you create an octane emitter from a light, the name does not carry over to the light emitter and it becomes time consuming to track down the lights that need changing when you have lots of lights in the scene.
The material group name should match the emitter geometry created from the light. Again - pls re-check this with the latest release of the plugin.
Setting up IES lighting is quite a chore. I was playing with the Lightwave demo and this is a lot easier to setup in their plugin. Can this be made any easier?
You can make this easier by setting up an IES light - then "Save as Preset". Then for any IES light - just load that preset and drag it into the material group of the emitter. Setting the IES direction will b much easier in Octane2, since it will follows the emitter plane direction. I could also add a button to the OctaneRender Setup panel "Setup IES material" - which adds the relevant nodes and connects automatically. I will add this to the TODO list for v2.
In the lightwave plugin Octane seems to see more than one UV map per object, I have a chair object with 2 UV maps on it lightwave Octane see both maps and Modo Octane only see's the first map. How is that possible?
Octane only supports one set of UV coords per mesh object. I would expect the LW plugin would have this limitation too.

Thanks for the feedback - keep it coming.

Paul

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Sat Apr 05, 2014 1:45 am
by lightboy
Thanks Paul
for the quick update.
I'm supposed to be going away for the weekend so I won't be able to try this out until Sunday night, unless of course it snows again( which there calling for) then we wont be going and I can play around with this.
Keith