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Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Sat Apr 05, 2014 11:21 pm
by Barros
Just bought octane and modo's plugin. Crazy fast, although just had a crash that once I open my modo file again, all of my replicators, point clouds and replicated item meshes were deleted. Does the plugin do something to those items when loading?

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Sun Apr 06, 2014 12:12 am
by face_off
Just bought octane and modo's plugin. Crazy fast, although just had a crash that once I open my modo file again, all of my replicators, point clouds and replicated item meshes were deleted. Does the plugin do something to those items when loading?
Can you not reopen that file? If so - can you send me the file pls?

Paul

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Sun Apr 06, 2014 9:14 am
by face_off
I have refreshed the installer at the top of this thread with:

1.50.0.55
- Added two new animation controls - one to load the camera and mesh transforms into Octane for fast/live switching between frame, and the other to cause a reload of all materials each frame (so materials can be animated).
- Mesh transforms are now loaded into the Octane timeline, so moving the Modo animation slider moves the mesh items (according to their transform at each frame). At the moment this is only working for single meshes, not for replicators or instances.
- Added "Use Modo IBL Gamma" setting in the Environment panel so that the Octane IBL gamma can be set separate to the Modo IBL gamma.
- Fixed issue where imported presets were bing reformatted in the schematic
- Fixed issue where LiveDb materials were being treated as assemblies, not workspaces. IMPORTANT: Pls re-download and install http://render.otoy.com/customerdownload ... resets.zip
- Fixed bug when connecting a transform node to an image node when there is already a texture located connected
- Rectified a number of lag issues associated with using IBL Light Studio whilst the Viewport is open
- The "Convert To Glossy/Specular/Diffuse" functions are now not available for Octane Overrides which are instances or instanced
- Colors now save correctly when setting the default kernel, camera and environment
- Refined specular material conversion to use the Modo Refractive Index, Dispersion and Refraction Roughness
- Shutter speed moved to the Animation section of the Kernel panel
- Add Environment Texture RGB Color option

The last two updates have been quite large - and now all the functionality planned (in the roadmap thread) is in the plugin - so the focus now is to make this set of functionality 100% robust. So pls tell me any issues you have.

Paul

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Sun Apr 06, 2014 10:26 am
by funk
Great update Paul
face_off wrote: - Added two new animation controls - one to load the camera and mesh transforms into Octane for fast/live switching between frame, and the other to cause a reload of all materials each frame (so materials can be animated).
- Mesh transforms are now loaded into the Octane timeline, so moving the Modo animation slider moves the mesh items (according to their transform at each frame). At the moment this is only working for single meshes, not for replicators or instances.
Rendering animations works so much better. No more long pauses between frames. It's also nice that we can see object transforms while scrubbing. BONUS: The animated objects now also export to OCS!
face_off wrote: - Add Environment Texture RGB Color option
Thanks for adding this. I found a small problem related to this change though. If you activate RGB color, then switch to daylight, an octane log error occurs:

Code: Select all

Tried to access null node pin
Node type 33 is either unknown, a linker or incompatible to static pin 'unknown' (P_UNKNOWN, type PT_UNKNOWN) of node '' (NT_UNKNOWN, 0000000011148FD0)
Tried to access null item
Tried to access attribute via invalid ID A_VALUE (133)
We can't evaluate items of a different version (version 0)!

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Sun Apr 06, 2014 11:12 am
by face_off
BONUS: The animated objects now also export to OCS!
Yes - and even better is that this will produce object motion blur in Octane2.
Thanks for adding this. I found a small problem related to this change though. If you activate RGB color, then switch to daylight, an octane log error occurs:
Thanks. I just fixed this and re-loaded 1.50.0.55. For if you re-download this should be fixed.

Paul

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Sun Apr 06, 2014 11:24 am
by Dmi3ryd
Hello Paul. Thanks for update.

Didn't working environment texture, I didn't see hdr image in my preview window, just only grey color.

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Sun Apr 06, 2014 11:34 am
by funk
Yeah there is a problem with environment textures. If I change rotation Y to 179, then back to 180, the viewport shows the hdri. If I refresh the viewport it goes back to white

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Sun Apr 06, 2014 1:21 pm
by face_off
Didn't working environment texture, I didn't see hdr image in my preview window, just only grey color.
My apologies for that problem. I have fixed it and re-uploaded 1.50.0.55. Can you pls re-download and install from the link at the top of this thread for the fix.

Paul

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Sun Apr 06, 2014 2:54 pm
by PAQUITO
I´ve found some mismatch between octane and modo camera representation. Is this in the to-be-fixed list, or am I doing somethingo wrong?

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Sun Apr 06, 2014 9:43 pm
by face_off
I´ve found some mismatch between octane and modo camera representation. Is this in the to-be-fixed list, or am I doing somethingo wrong?
See point 2 at http://render.otoy.com/manuals/Modo/?page_id=185. This is something on the TODO list (to support the other scan modes).

Paul