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Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Tue Feb 14, 2017 11:09 pm
by face_off
Out of curiosity, what was the problem/solution? I have the feeling other Modo plugin developers might be running into the same issue...
I think TheFoundry changed the "visibility" status of the internal Modo functions in Modo10, so when Modo starts, and it tries to load a plugin, it is calling an invalid plugin initialization method and crashes. So the solution was to change the compile parameters to change the default visibility of methods to hidden (ie. add the "-fvisibility=hidden" compile flag).
Paul
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Mon Feb 20, 2017 12:41 am
by Visualize
Where can I post a feature request for texture blending modes like in photoshop. Overlay ETC.
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Mon Feb 20, 2017 12:46 am
by face_off
Where can I post a feature request for texture blending modes like in photoshop. Overlay ETC.
If you post it in the Octane Standalone 3.06 release thread, the Otoy devs will see it. There is another thread at
viewtopic.php?f=9&t=37045&p=304954#p304954 where you could post your FR.
Paul
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Mon Feb 20, 2017 12:50 am
by face_off
Below is a test build compiled with the new Octane 3.06 release. This is suitable for people to test the 3.06 features, but not recommended yet for production work. The installer is for Modo901/10.1/10.2 on Windows.
3.6.0.117
- Compiled with Octane 3.06 (includes Adaptive Sampling, new Bokeh pins, new Pano Camera DOF pins, new Add/Subtract/Comparison/Triplanar texture nodes, and Normal and Displacement mapping enhancements
- Resolved issue with some non-Mesh item geometry meshes loading twice
- Modo Render Region channel modifiers are now evaluated when setting the Octane render region
https://render.otoy.com/customerdownloa ... _64bit.exe
Paul
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Mon Feb 20, 2017 1:04 am
by funk
Thanks for getting the modo plugin done so quickly!
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Mon Feb 20, 2017 1:14 am
by rrbarb
Thanks Paul
./rrb
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Mon Feb 20, 2017 6:22 am
by MildMustard
Oh nice! Thanks Paul, I wasn't expecting this update so soon. Good job!
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Mon Feb 20, 2017 10:45 pm
by Greggers
Great Mate, when will the mac build be available for testing?
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Mon Feb 20, 2017 10:51 pm
by face_off
Great Mate, when will the mac build be available for testing?
There have been reports of crashes on the OSX version of Octane 3.06, so I would prefer to wait for the next Octane release before providing an OSX version of the Modo plugin.
Paul
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Tue Feb 21, 2017 6:02 pm
by smicha
Paul,
I've been playing with a simple scene (gradient texture) in Octane node graph and got this bug report at crash:
Started logging on 21.02.17 18:36:21
OctaneRender 3.06 TEST (3060000)
Can't connect node 'Random color texture' (NT_TEX_RANDOMCOLOR, 0000000021F160F0) to static pin 'input' (P_INPUT, type PT_INT) of node 'Int_in' (NT_IN_INT, 0000000021F110E0)
CUDA error 700 on device 0: an illegal memory access was encountered
-> kernel execution failed(report)
CUDA error 700 on device 0: an illegal memory access was encountered
-> failed to launch kernel(ptBrdf2)
device 0: path tracing kernel failed
device 0: detected an error on render device! trying to recover...
CUDA error 700 on device 0: an illegal memory access was encountered
-> failed to deallocate device memory
CUDA error 700 on device 0: an illegal memory access was encountered
Do you need more details?