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Re: OctaneRender for Modo (Windows) 2.24 [TEST]

Posted: Tue Aug 18, 2015 8:08 am
by v1adut
Hi Paul,

Since my last suggestion was about UI Polish, can you Make the default octane color not gray but black, and the button white to keep the modo 901 ui consistency.

Cheers

Re: OctaneRender for Modo (Windows) 2.24 [TEST]

Posted: Tue Aug 18, 2015 8:18 am
by face_off
can you Make the default octane color not gray but black
Which specific UI element do you want the color changed for pls?

Re: OctaneRender for Modo (Windows) 2.24 [TEST]

Posted: Tue Aug 18, 2015 3:08 pm
by funk
face_off wrote:
can you Make the default octane color not gray but black
Which specific UI element do you want the color changed for pls?
I would also like this and have actually asked for it before.

The background is grey and the "play" button/icon is black. In modo the background is black and the button is white.
octane_vs_preview.jpg
octane_vs_preview.jpg (8.73 KiB) Viewed 3530 times
In V-Ray's VFB, you can actually right click the background and choose the color. Something like this would be better:
vray_bg_color.jpg

Re: OctaneRender for Modo (Windows) 2.24 [TEST]

Posted: Wed Aug 19, 2015 12:02 am
by face_off
The background is grey and the "play" button/icon is black. In modo the background is black and the button is white.
My concern with doing this is that it will not be obvious to users that they are clicking the play button for the Modo renderer, or the Octane renderer - so I think having different color schemes helps differentiate between the 2 viewports. Perhaps I could add an Octane logo to the play button - then the color schemes could be aligned?

Paul

Re: OctaneRender for Modo (Windows) 2.24 [TEST]

Posted: Wed Aug 19, 2015 12:55 pm
by v1adut
face_off wrote:
The background is grey and the "play" button/icon is black. In modo the background is black and the button is white.
My concern with doing this is that it will not be obvious to users that they are clicking the play button for the Modo renderer, or the Octane renderer - so I think having different color schemes helps differentiate between the 2 viewports. Perhaps I could add an Octane logo to the play button - then the color schemes could be aligned?

Paul

Hi Paul,
The octane logo is not need, because people who use octane render know the difference between modo and octane rendr :D we payed for it for a reason. Faster better..... :)

Re: OctaneRender for Modo (Windows) 2.24 [TEST]

Posted: Wed Aug 19, 2015 12:57 pm
by v1adut
Paul,
Can you please change the reload, stop render button position from the start render button, I click for so many times accidentally reload instead of pause render in order to save the file. This is due the fact when I render my interface is slower because I use the screen videocard too.

Re: OctaneRender for Modo (Windows) 2.24 [TEST]

Posted: Thu Aug 20, 2015 1:29 am
by face_off
The octane logo is not need, because people who use octane render know the difference between modo and octane rendr :D we payed for it for a reason. Faster better..... :)
This might work for you, but it will be a step backwards for some users. It is important that there be a way to differentiate the "start rendering" button on the Modo render panel verses the Octane viewport. Otherwise some users (ie. me!) will accidentally start the wrong renderer.
Can you please change the reload, stop render button position from the start render button, I click for so many times accidentally reload instead of pause render in order to save the file. This is due the fact when I render my interface is slower because I use the screen videocard too.
I think for the majority of users, the current button layout is logical and makes sense. You can customise the layout to whatever you need - as per https://docs.otoy.com/#42Adding%20a%20S ... 20Defaults. For example, the attached CFG puts the "Reload Texturemaps" button in between the Refresh and Stop buttons. You might need to copy/paste the main key="octaneViewportToolbarSheet:sheet" hash across from OctaneRenderForModo_901.CFG from time to time if I make changes to that file. Ultimately, I think you need a second graphics card as your Windows display adapter - it will transform your experience with the plugin.

Paul

Re: OctaneRender for Modo (Windows) 2.24 [TEST]

Posted: Thu Aug 20, 2015 11:08 am
by v1adut
face_off wrote:
The octane logo is not need, because people who use octane render know the difference between modo and octane rendr :D we payed for it for a reason. Faster better..... :)
This might work for you, but it will be a step backwards for some users. It is important that there be a way to differentiate the "start rendering" button on the Modo render panel verses the Octane viewport. Otherwise some users (ie. me!) will accidentally start the wrong renderer.
Can you please change the reload, stop render button position from the start render button, I click for so many times accidentally reload instead of pause render in order to save the file. This is due the fact when I render my interface is slower because I use the screen videocard too.
I think for the majority of users, the current button layout is logical and makes sense. You can customise the layout to whatever you need - as per https://docs.otoy.com/#42Adding%20a%20S ... 20Defaults. For example, the attached CFG puts the "Reload Texturemaps" button in between the Refresh and Stop buttons. You might need to copy/paste the main key="octaneViewportToolbarSheet:sheet" hash across from OctaneRenderForModo_901.CFG from time to time if I make changes to that file. Ultimately, I think you need a second graphics card as your Windows display adapter - it will transform your experience with the plugin.

Paul

Thank you for the suggestion, I have a Titan Black and a Gtx 690. The reason I use both is speed, the reason I use Titan Black as main card, memory for substance painter.
Thank you for the customization.

Re: OctaneRender for Modo (Windows) 2.24 [TEST]

Posted: Fri Aug 21, 2015 12:50 pm
by Tharso
Hi Paul,

My shadows dont follow the png alpha stencil material, the shadows looks like the whole mesh without stencil. Is it normal?

Re: OctaneRender for Modo (Windows) 2.24 [TEST]

Posted: Fri Aug 21, 2015 5:54 pm
by hacozac
Hello,

When it turn on "Use Modo Film Offset" on plugin version 2.24.0.84, it becomes different results with modo.