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Re: OctaneRender for Modo 3.03.2 [TEST]
Posted: Sat Jul 30, 2016 11:04 am
by sjogren
Hi, great work Paul.
Is proxy only for "polygon" meshes, had to try, but I suppose it does not work with .vdb data, maybe it could be a temporary way to use .vdb sequences?
/niklas
Re: OctaneRender for Modo 3.03.2 [TEST]
Posted: Sat Jul 30, 2016 12:23 pm
by face_off
Is proxy only for "polygon" meshes, had to try, but I suppose it does not work with .vdb data, maybe it could be a temporary way to use .vdb sequences?
You can store a VDB in an ORBX file and it will render. If the VDB is animated inside the ORBX, it should animate in Modo if you have Camera Motion Blur ticked (although I haven't tried it). The next release will hopefully render VDB image sequences directly from Modo.
Paul
Re: OctaneRender for Modo 3.03.2 [TEST]
Posted: Sat Jul 30, 2016 12:28 pm
by sjogren
Thanks, sounds great.
/niklas
Re: OctaneRender for Modo 3.03.2 [TEST]
Posted: Tue Aug 02, 2016 12:59 am
by face_off
Following is another pre-release of the Window version of the next release of the plugin.
3.3.2.112 (pre-release)
- Changing the Render->Frame->Resolution Units now correctly reframes/rezooms the Octane Viewport
- Changes to a Morph Influence now trigger a reloading of the parent mesh if that mesh has Live Geometry Update enabled
- Added octane.uploadFrame to upload the currently rendering scene to the OctaneRender Cloud. If Octane is not rendering, the scene will be loaded into Octane and uploaded without starting the actual render. The upload status is in the render statistics. octane.cancelUpload will cancel the upload
- Renamed "Load All Frames Into Octane" to "Object Motion Blur"
- Added "Camera Motion Blur" checkbox. This means you can now render animations where the render camera changes between cameras (turn Camera Motion Blur OFF to do this)
- EXPERIMENTAL: Added Proxy meshes to Modo Item items. This allows you to specify an OCS or ORBX file in the Mesh->Octane properties and the mesh item from that file will be rendered instead of the Modo Mesh item. This is only available if Live Geometry Update is OFF.
- The octane.saveAnimation command now deletes the temporary ABC file created if exporting to the .orbx format
- Resolved an issue where meshes were not always reloading correcting (eg. for some Fur Material situations) when rendering animations when Use Modo Render Cache was enabled
- Resolved an issue where the octane.saveAnimation command was only exporting 1 frame if the Use Modo Render Cache option was enabled
- Added "Use Color For Alpha" to the Preferences->Octane panel, which allows you to assign a background color when using the Alpha Channel. Thanks to Funk who worked out how this could be implemented.
https://render.otoy.com/customerdownloa ... _64bit.exe
Paul
Re: OctaneRender for Modo 3.03.2 [TEST]
Posted: Tue Aug 02, 2016 6:02 am
by smicha
Thank you, Paul.
Re: OctaneRender for Modo 3.03.2 [TEST]
Posted: Wed Aug 03, 2016 9:05 pm
by neverko
Hi Paul,
Can you look into rendering UV maps on Static Meshes.
Try creating a simple cube and then apply a material using the simple default settings in Modo. Then apply a diffuse color texture (UV projection is default).
Render in Octane and you can see the texture on the cube.
Now convert the cube mesh to a Static Mesh and render again. The texture is no longer rendering. Setting it up with an Octane override does nothing.
UV maps on Static Meshes render fine in Modo and in V-Ray for Modo.
(Projections like Cubic etc. are not supported for Static Meshes).
It would be very nice if you could fix this.
-----
Windows 10, (Version 1607)
64 bit
16 GB RAM
GTX 980, 4GB (368.81)
Modo 10.1v2 (Build 120147)
OctaneRender for Modo version 3.3.2.112
I also have V-Ray for Modo installed
Re: OctaneRender for Modo 3.03.2 [TEST]
Posted: Wed Aug 03, 2016 10:43 pm
by face_off
Can you look into rendering UV maps on Static Meshes.
I have looked into this, and the problem is that Modo is not returning the UV Maps for a Static Mesh. I have modified the next version of the plugin so that it will always load the UV's for the UV Map named "Texture" - however if you have UV Maps called something other than "Texture" this approach will not work. Will this solution be acceptable for you?
Paul
Re: OctaneRender for Modo 3.03.2 [TEST]
Posted: Thu Aug 04, 2016 8:07 am
by neverko
face_off wrote:Can you look into rendering UV maps on Static Meshes.
I have looked into this, and the problem is that Modo is not returning the UV Maps for a Static Mesh. I have modified the next version of the plugin so that it will always load the UV's for the UV Map named "Texture" - however if you have UV Maps called something other than "Texture" this approach will not work. Will this solution be acceptable for you?
Paul
That sounds good. Anything that will make textures render on static meshes is great
Here's what I've noticed though:
Once a mesh is converted to static mesh in Modo there's no longer any UV maps visible under the list view.
However the texture locators still reference the name of the original UV map.
Static meshes with textures and individual UV map names do get rendered in V-Ray for Modo. So apparently it is possible for a third party renderer to get the UV map.
Perhaps you could look at it further when you have time? The solution you mention is fine, but if it is possible to use UV maps with individual names I'd love that as it makes everything smoother to set up.
Re: OctaneRender for Modo 3.03.2 [TEST]
Posted: Thu Aug 04, 2016 11:19 pm
by face_off
Here's what I've noticed though:
Once a mesh is converted to static mesh in Modo there's no longer any UV maps visible under the list view.
However the texture locators still reference the name of the original UV map.
Static meshes with textures and individual UV map names do get rendered in V-Ray for Modo. So apparently it is possible for a third party renderer to get the UV map.
Perhaps you could look at it further when you have time? The solution you mention is fine, but if it is possible to use UV maps with individual names I'd love that as it makes everything smoother to set up.
This is now fixed in the next release.
Paul
Re: OctaneRender for Modo 3.03.2 [TEST]
Posted: Thu Aug 04, 2016 11:31 pm
by face_off
Below is another pre-release of the next version of the plugin (Windows version).
3.3.2.112 (not released)
- Changing the Render->Frame->Resolution Units now correctly reframes/rezooms the Octane Viewport
- Changes to a Morph Influence now trigger a reloading of the parent mesh if that mesh has Live Geometry Update enabled
- Added octane.uploadFrame to upload the currently rendering scene to the OctaneRender Cloud. If Octane is not rendering, the scene will be loaded into Octane and uploaded without starting the actual render. The upload status is in the render statistics. octane.cancelUpload will cancel the upload
- Renamed "Load All Frames Into Octane" to "Object Motion Blur"
- Added "Camera Motion Blur" checkbox. This means you can now render animations where the render camera changes between cameras (turn Camera Motion Blur OFF to do this)
- EXPERIMENTAL: Added Proxy meshes to Modo Item items. This allows you to specify an OCS or ORBX file in the Mesh->Octane properties and the mesh item from that file will be rendered instead of the Modo Mesh item. This is only available if Live Geometry Update is OFF. See
https://docs.otoy.com/manuals/products/ ... oxy-files/ for details.
- The octane.saveAnimation command now deletes the temporary ABC file created if exporting to the .orbx format
- Resolved an issue where meshes were not always reloading correcting (eg. for some Fur Material situations) when rendering animations when Use Modo Render Cache was enabled
- Resolved an issue where the octane.saveAnimation command was only exporting 1 frame if the Use Modo Render Cache option was enabled
- Added "Use Color For Alpha" to the Preferences->Octane panel, which allows you to assign a background color when using the Alpha Channel. Thanks to Funk who worked out how this could be implemented.
- Resolved issue where UV coordinates where not being loaded for static meshes
- Improved the material conversion for VDBVoxel volumes
- Rendering VDBVoxels now detects the density and temperature layers and assigns Scatter, Absorption and Emissions accordingly
https://render.otoy.com/customerdownloa ... _64bit.exe
Paul