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Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Thu Feb 23, 2017 5:11 am
by face_off
How do I gain nodal control over this input? As opposed to inputting the number manually, I'd like to connect a node to control this value.
Use an Octane Rotation Transform.
Paul
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Thu Feb 23, 2017 5:38 am
by MrFurious
Awesome, thanks Paul.
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Thu Feb 23, 2017 5:41 am
by MrFurious
It's odd I can plugin a Float Value node into the 'Octane Rotation Transform' node, but it won't plug into the 'Octane Transform Values' rotation input.
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Thu Feb 23, 2017 7:52 am
by face_off
It's odd I can plugin a Float Value node into the 'Octane Rotation Transform' node, but it won't plug into the 'Octane Transform Values' rotation input.
Yes - that's because internally the Octane Transform Value is actually a transformation matrix, not 3 floats (in the Rotation Transform case).
Paul
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Thu Feb 23, 2017 8:00 am
by MrFurious
Makes sense. I was assuming the Octane Transorm Value might allow it because you can breakout the separate channels in the rotation matrix (and scale and translate) ie:

- matrix breakout.jpg (37.96 KiB) Viewed 5194 times
In any case, it's all working.. many thanks.
Did you see my other message about strange behaviour with the Colour Correction node within the nodal environment work space?
Cheers,
Dino.
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Thu Feb 23, 2017 8:44 am
by face_off
Hi Paul, getting some strange results with the nodal environment (Use RGB Color)
When you have an image node in a material in the Shader Tree, the plugin does some calcs to set the Octane Gamma to the Modo Gamma according to the Scene 8 and 16 bit colorspace. However, this color space conversion may not be happening for the Environment IBL. If you have the Scene 8 and 16 bit colorspace as sRGB, is your problem resolved? What color space setting do you have on your Modo scene?
Paul
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Thu Feb 23, 2017 9:10 am
by rrbarb
Just a default Colour Correction node, no values have been changed
I work in the Octane Setup window so when I add nodes the input fields for them are already there.

- Color Correction
- ccNode.PNG (43.11 KiB) Viewed 5190 times
Invert flips axis
Hue:

- Hue (1/360) * targetDegree
- colorDegree.PNG (159.2 KiB) Viewed 5190 times
Can also use negative values
./rrb
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Sat Feb 25, 2017 1:57 am
by MrFurious
Hi Paul I'm having more issues with Octane nodes.
I'm trying to drive a couple input values using the float node, but it doesn't work for a couple of inputs, namely:
Octane RGB Image ---> Power
Octane Color Correction ---> Brightness
The Octane Float refuses to plugin to either of these inputs and tells me 'Invalid Pin Connection' and to check the log. It works with the other inputs such as hue, saturation, gamma, contrast but not with those 2 mentioned above.
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Sat Feb 25, 2017 5:33 am
by MrFurious
face_off wrote:Hi Paul, getting some strange results with the nodal environment (Use RGB Color)
When you have an image node in a material in the Shader Tree, the plugin does some calcs to set the Octane Gamma to the Modo Gamma according to the Scene 8 and 16 bit colorspace. However, this color space conversion may not be happening for the Environment IBL. If you have the Scene 8 and 16 bit colorspace as sRGB, is your problem resolved? What color space setting do you have on your Modo scene?
Paul
Colourspace in Modo is something I've never looked at until now, and my setting appear to all be at 'Linear'. Hopefully this is the settings dialog box you were referring to:
If I change the 'Default 8-bit Colorspace' and 'Default 16-bit Colorspace' to sRGB. nothing seems to happen and the render looks the same.
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Sun Feb 26, 2017 10:03 am
by smicha
Paul,
When I open the NodeGraph and edit input nodes - delete some of them - and close the NodeGraph - the User Channel list for Octane NodeGraph still contains old inputs. Shortly speaking UserChannels is not being updated fully when closing NodeGraph. I have to manually delete channels. Is it possible to automate it?