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Re: OctaneRender for Modo Beta 1.53.1 [TEST]

Posted: Fri May 16, 2014 8:36 pm
by funk
face_off wrote:Hi Funk
1) Nodes are left in scene when override is deleted
When an octane override is deleted in the shader tree, the nodes are not deleted from the scene (click the + next to the scene item). I've noticed lots of junk nodes left over in my scenes. This can really build up over time requiring manual cleanup.
Yes, this is because you cannot have the channel modifiers as children to the Octane Override item. The "Delete Unused Nodes" button has been provided on the Setup panel to assist keep things clean.
Oh I assumed that it only deleted unconnected nodes in the current workspace. Thanks for pointing that out. I noticed the tooltip warns it deletes all unconnected nodes (not just octane nodes). That might be a little dangerous to use...
face_off wrote:
3) Area light conversion doesnt add an item shader
When a point light is converted, you add an item shader which hides its visibility on modo. Please do this for area lights too.
The current workflow is as per your instructions...
* Octane diffuse opacity = 1 (So we see it in reflections... right now the plugin makes area lights invisible)
But easy to change - are you sure you want this change?
You have misunderstood. I'm not asking you to change anything in octane nodes. I'm asking you to add an ITEM SHADER in the ITEM LIST to the area light geometry layer you automatically create. You do this for point lights already. This doesnt effect octane at all. It just prevents the geometry from blocking area light rays in modo.

Re: OctaneRender for Modo Beta 1.53.1 [TEST]

Posted: Fri May 16, 2014 8:48 pm
by funk
face_off wrote:
Replicators work, but something has changed. Previously hidden prototypes were working as they do in modo. Now if a prototype is hidden, the replicators dont render in octane
This is a byproduct of your request that meshes update live when the Modo mesh visibility is changed - which means an Octane mesh's visibility is now tied to the visibility of that mesh in Modo. Replicators break this rule - in that a prototype may be NOT visible, yet still show in the replicator. Is this a Modo bug? I will so if there is a workaround to this - but there may not be.

Paul
The plugin needs to follow modo's rules as much as possible. Replicators are special and still render prototypes even if the original is hidden. This isnt a bug. If it didnt work this way, we would have to move our prototypes out of the camera view. That could also break other features like "use source transform".

Re: OctaneRender for Modo Beta 1.53.1 [TEST]

Posted: Fri May 16, 2014 9:34 pm
by face_off
Could someone tell me how to get viewport navigation working?
I'm just coming back to this after being away and can't seem to get the interaction in the octane viewport.
Click the Viewport Navigation button in the Viewport Controls panel and then drag the mouse (Alt-LMB = rotate, Ctl-Alt LMB = zoom, Alt-Shift LMB = pan).
You have misunderstood. I'm not asking you to change anything in octane nodes. I'm asking you to add an ITEM SHADER in the ITEM LIST to the area light geometry layer you automatically create. You do this for point lights already. This doesnt effect octane at all. It just prevents the geometry from blocking area light rays in modo.
OK- this is in the next version.
Oh I assumed that it only deleted unconnected nodes in the current workspace. Thanks for pointing that out. I noticed the tooltip warns it deletes all unconnected nodes (not just octane nodes). That might be a little dangerous to use...
I thin I can probably right a function with deletes all OCTANE nodes that are not connected in the scene.....I will investigate.
The plugin needs to follow modo's rules as much as possible. Replicators are special and still render prototypes even if the original is hidden. This isnt a bug. If it didnt work this way, we would have to move our prototypes out of the camera view. That could also break other features like "use source transform".
OK. The plugin maintains a master list of Modo Mesh Items verses Octane Mesh Items - so having a non-visible Modo Mesh Item actually visible will mean reworking all this. I will investigate - but not trivial.

Paul

Re: OctaneRender for Modo Beta 1.53.1 [TEST]

Posted: Sat May 17, 2014 2:47 pm
by lightboy
face_off wrote:
Could someone tell me how to get viewport navigation working?
I'm just coming back to this after being away and can't seem to get the interaction in the octane viewport.
Click the Viewport Navigation button in the Viewport Controls panel and then drag the mouse (Alt-LMB = rotate, Ctl-Alt LMB = zoom, Alt-Shift LMB = pan).

Geez I can't believe I missed that one.
I think we do have problem though.
below is a test render with version 153_1_65 and here is the same scene with the new version 153_1_69 installed.
part of the object know does not have the texture applied.
This is still the same scene as the before nothing changed other than the install of the new version of the plugin.
The mesh has different material tags for the legs, apron and table top but they all use the same uv map.
Keith
test 153_1_65
test 153_1_65
test 153_1_69
test 153_1_69

Re: OctaneRender for Modo Beta 1.53.1 [TEST]

Posted: Sat May 17, 2014 11:14 pm
by face_off
below is a test render with version 153_1_65 and here is the same scene with the new version 153_1_69 installed.
part of the object know does not have the texture applied.
This is still the same scene as the before nothing changed other than the install of the new version of the plugin.
The mesh has different material tags for the legs, apron and table top but they all use the same uv map.
Hi Keith - there was a change made to how texturemaps get picked up from the Shader Tree in 1.53.1.69. Is it possible that tabletop texturemap is below the Modo material in the Shader Tree? Does the tabletop render correctly in Modo? Would it be possible to send me that scene pls - then I can determine if it's a plugin error or not.

Paul

Re: OctaneRender for Modo Beta 1.53.1 [TEST]

Posted: Sun May 18, 2014 2:01 pm
by lightboy
face_off wrote:
below is a test render with version 153_1_65 and here is the same scene with the new version 153_1_69 installed.
part of the object know does not have the texture applied.
This is still the same scene as the before nothing changed other than the install of the new version of the plugin.
The mesh has different material tags for the legs, apron and table top but they all use the same uv map.
Hi Keith - there was a change made to how texturemaps get picked up from the Shader Tree in 1.53.1.69. Is it possible that tabletop texturemap is below the Modo material in the Shader Tree? Does the tabletop render correctly in Modo? Would it be possible to send me that scene pls - then I can determine if it's a plugin error or not.

Paul
Hi Paul it is to do with the stacking of the layers. In modo it renders correctly. If I move the materials to the top of the stack it renders ok in Octane.
The table item is in an imported shaders group. If I move the the imported shaders group above any items loaded from the modo content it renders ok.
Do you have a private email I can send the scene to you?

Re: OctaneRender for Modo Beta 1.53.1 [TEST]

Posted: Sun May 18, 2014 10:24 pm
by face_off
Hi Paul it is to do with the stacking of the layers. In modo it renders correctly. If I move the materials to the top of the stack it renders ok in Octane.
The table item is in an imported shaders group. If I move the the imported shaders group above any items loaded from the modo content it renders ok.
Do you have a private email I can send the scene to you?
Thanks Keith - can you pls email the scene to paul at physicalc-software dot com, or post/PM here.

Paul

Roughness conversion

Posted: Wed May 21, 2014 4:59 pm
by riggles
I've noticed that the roughness conversion is still off. Right now, Octane does a straight value transfer (10% = 0.10) for the roughness, but the effective range of roughness in Octane materials is higher than MODO. It's not exact, but cutting the current Octane value in half gives a more accurate result.
roughness Octane.png

Re: OctaneRender for Modo Beta 1.53.1 [TEST]

Posted: Wed May 21, 2014 11:40 pm
by face_off
I've noticed that the roughness conversion is still off. Right now, Octane does a straight value transfer (10% = 0.10) for the roughness, but the effective range of roughness in Octane materials is higher than MODO. It's not exact, but cutting the current Octane value in half gives a more accurate result.
I agree - they are still not exactly matched. Even halved, looks too much to me. The Octane "roughness" amount if logarithmic, whereas I suspect the Modo roughness is linear. I will see what can be done.

I have a fairly big update almost ready, which re-works the way the mesh nodes are all connected in the Octane scene so that Modo Mesh items used as replicators have the correct visibility in Octane. Hoping to have it ready by the end of the day.

Paul

Re: OctaneRender for Modo Beta 1.53.1 [TEST]

Posted: Thu May 22, 2014 12:19 am
by riggles
face_off wrote:
I've noticed that the roughness conversion is still off. Right now, Octane does a straight value transfer (10% = 0.10) for the roughness, but the effective range of roughness in Octane materials is higher than MODO. It's not exact, but cutting the current Octane value in half gives a more accurate result.
I agree - they are still not exactly matched. Even halved, looks too much to me. The Octane "roughness" amount if logarithmic, whereas I suspect the Modo roughness is linear. I will see what can be done.

I have a fairly big update almost ready, which re-works the way the mesh nodes are all connected in the Octane scene so that Modo Mesh items used as replicators have the correct visibility in Octane. Hoping to have it ready by the end of the day.

Paul
Nice, thanks Paul. I have that scene for you but it's a big file. I'll email you a Dropbox link.