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Re: OctaneRender 2023 for Modo [TEST and STABLE]

Posted: Thu Jan 18, 2024 12:35 am
by face_off
Here is a macOS ARM build of the plugin. I have not had this independently confirmed as working yet - so would appreciate if someone can confirm that it is loading in Modo correctly.

https://render.otoy.com/customerdownloa ... E.mpkg.zip

Thanks

Paul

Re: OctaneRender 2023 for Modo [TEST and STABLE]

Posted: Thu Jan 18, 2024 8:49 am
by JoGo23
face_off wrote:Here is a macOS ARM build of the plugin. I have not had this independently confirmed as working yet - so would appreciate if someone can confirm that it is loading in Modo correctly.

https://render.otoy.com/customerdownloa ... E.mpkg.zip

Thanks

Paul
Thank you so much Paul. It is loading and working.
Now it would be great to have an Octane 2024.1 Alpha 2 version with network rendering. :)

Re: OctaneRender 2023 for Modo [TEST and STABLE]

Posted: Thu Jan 18, 2024 10:38 am
by face_off
Thank you so much Paul. It is loading and working.
Thanks - I will add the installer to the links at the top of this thread.
Now it would be great to have an Octane 2024.1 Alpha 2 version with network rendering.
I have generally not done Modo plugin builds with alpha releases of Octane as there is usually a lot that can change with the Octane SDK at that point.

Thanks

Paul

Re: OctaneRender 2023 for Modo [TEST and STABLE]

Posted: Sat Jan 20, 2024 8:36 pm
by face_off
Version 17 for Linux?
I have been working on this for some time, but struggling to get the Modo17 SDK to working correctly on Linux. I hope to have a resolution in the next couple of days.

Thanks

Paul

Re: OctaneRender 2023 for Modo [TEST and STABLE]

Posted: Thu Feb 08, 2024 3:22 pm
by SreckoM
So it turns out it is more complicated than you thought?

Re: OctaneRender 2023 for Modo [TEST and STABLE]

Posted: Thu Feb 08, 2024 10:35 pm
by face_off
SreckoM wrote:So it turns out it is more complicated than you thought?
I am working with Foundry on this. It looks like there is an issue with Modo17 on certain UI's (and MATE in particular seems to be an issue). So it looks to be more a Modo17 linux issue than a plugin issue. So in theory there is a working Modo17 Linux plugin build - however I would like to see it running on my system before releasing it. Sorry for the delay.

Paul

Re: OctaneRender 2023 for Modo [TEST and STABLE]

Posted: Fri Feb 09, 2024 11:02 am
by SreckoM
Ok got it. Thanks!

Re: OctaneRender 2023 for Modo [TEST and STABLE]

Posted: Tue Feb 20, 2024 5:59 am
by face_off
Following is what will hopefully be the final test build of the next release. There are quite a few internal changes to the plugin, so please let me know if you notice anything odd.

2023.1.2.197
- Fixed issue where the checkboard would not render on AOV Output passes with alpha enabled
- Ray Epsilon now has a minimum of 0.0000001
- All Deprecated nodes (from previous versions of Octane) are now in the Schematic->Add->Channel Modifier->Octane->Deprecated group
- Added an Object (ie. Mesh) Pick button. Shift-Right-Click to pop up a menu to select meshes behind the top mesh. Only works for "Live Geometry Update" enabled.
- You can now save to "Multi-layer Discrete Files" with PNG, JPEG and TIFF
- You can now select multiple crytomatte passes with the Cryptomatte Pick function of the Mask With Cryptomatte node
- You can deselect crytomatte passes with the Cryptomatte Pick function of the Mask With Cryptomatte node by using the right mouse button click
- The Cryptomatte passes in the Render Passes panel->Cryptomatte tab have been renamed and reordered to match the Type combobox of the Mask With Cryptomatte node
- Fixed bug where if Object Motion Blur was on, and the first mesh instance for a mesh was not visible, the remaining mesh instances would not show
- Fixed issue where Modo would crash if you disable a Mesh Instances source mesh visibility when using the Render Cache
- From a past release : Removed the octane.createUdim command, as UDIM tile support was added in 2022.1.1.191
- Fixed a number of issues associated with UDIM support : '_' can now be used between the filename and the UDIM number, a UDIM Folder can be dragged onto the Schematic and plugged into the Filename pin of an Image node, UDIM files in the wrong order and gaps in UDIM files are now rendered correctly
- Added the "Use In Post Volume" property from Octane 2023 to the "Daylight Environment" item
- Updated the Cryptomatte tooltips to indicate which passes generate stable matte IDs. NOTE: The "Object pin name" pass is not of use within the Modo plugin
- Fixed issue where Custom AOV's for a Proxy Mesh were not working
- Fixed issue where the play button was not available after exporting an animation
- Pressing the Cancel button on the progress monitor whilst exporting the scene to ORBX now correctly aborts the export process

Modo15/16 Windows -> https://render.otoy.com/customerdownloa ... _test5.exe
Modo17 Windows -> https://render.otoy.com/customerdownloa ... _test5.exe
Modo17 Linux -> https://render.otoy.com/customerdownloa ... _test5.run

Please note that the Linux version of Modo17 is crashing for me, but appears to work for everyone else, so please let me know how you go with it.

Paul

Re: OctaneRender 2023 for Modo [TEST and STABLE]

Posted: Wed Feb 21, 2024 8:49 pm
by SreckoM
It works for me too on PopOs (based on Ubuntu 22.04). But I do have crash when opening scene built with 16.1v8 and Octane.

Re: OctaneRender 2023 for Modo [TEST and STABLE]

Posted: Thu Feb 22, 2024 6:20 am
by face_off
SreckoM wrote:It works for me too on PopOs (based on Ubuntu 22.04). But I do have crash when opening scene built with 16.1v8 and Octane.
Can you send me the scene please?

Thanks

Paul