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Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Fri Mar 17, 2017 6:50 am
by face_off
Following is another pre-release with some Environment features added (see the last 2 points in the release notes) which should mean the Octane environment is more closely sync'd to the Modo Environment.

3.6.2.117 Pre-release
- Compiled with Octane 3.06 TEST 3 (includes Adaptive Sampling, new Bokeh pins, new Pano Camera DOF pins, new Add/Subtract/Comparison/Triplanar texture nodes, and Normal and Displacement mapping enhancements, new Triplanar projection node)
- Resolved issue with some non-Mesh item geometry meshes loading twice
- Modo Render Region channel modifiers are now evaluated when setting the Octane render region
- The following Imager defaults have changed to better match Modo - Response now defaults to Linear, Gamma now defaults to 2.2 and Vignetting now defaults to 0
- VERY IMPORTANT: The plugin will now correctly convert the Modo scene and image ocio colorspace settings to the Octane Image Gamma values. This means if you have saved scenes with the 8 and 16 bit colorspace at a setting other than Linear (as per the manual), then Image gamma values will change when you render with this release of the plugin. At this stage sRGB, sRGBf, rec709, gamma2.2 are converted to a 2.2 gamma, gamma1.8 is converted to a 1.8 gamma and everything else remains linear/no correction (1.0 gamma). The Octane Environment IBL does NOT take into account the Modo ocio settings.
- Changed the default values for the Camera settings Use Modo Film Offset, Use Modo Clipping Distance, Use Modo Focus Distance and Use Modo F-Stop for Aperture to ON
- The default Environment is now the Texture Environment, rather than Daylight Environment, and Use Modo Environment Power and Rotation properties are now defaulted to ON
- Fixed issue where the octane.saveAnimation command was not exporting animated Environment channels
- Modo Area Lights when do NOT have a mesh item (ie. Octane emitter) attached to them will now convert to an Octane emitter automatically. The emitter geometry will automatically be created, and the Octane material will be created from the Modo area light material. You can still use the Create Octane Emitter function to override this default behavior
- Revamped the proxy system so animations inside ABC nodes in an OCS/ORBX will render correctly.
- Fixed error when exiting Viewport Navigation mode and transferring the Octane camera back to the Modo camera
- Added support for environment material zenith color channel
- Added support for constant layers in environment

https://render.otoy.com/customerdownloa ... _64bit.exe

Paul

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Fri Mar 17, 2017 10:21 am
by MrFurious
Sweeet.... thanks Paul.

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Mon Mar 20, 2017 3:00 am
by Visualize
Hey Paul,

Is it still possible to use octane's daylight system? I used that quite often more than Modo's

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Mon Mar 20, 2017 4:33 am
by face_off
Is it still possible to use octane's daylight system? I used that quite often more than Modo's
Yes, just change the Octane Environment Type to Daylight.

Paul

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Mon Mar 20, 2017 10:17 pm
by funk
face_off wrote:
Is it still possible to use octane's daylight system? I used that quite often more than Modo's
Yes, just change the Octane Environment Type to Daylight.

Paul
Looks like this got broken. The sky texture is being overridden by the environment color

1. start a new scene, and open octane viewport
2. select env material and make zenith purple
3. set env to daylight

RESULT: The sky is purple
EXPECTED: We should see the normal sky colors

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Mon Mar 20, 2017 10:30 pm
by funk
BUG: Enum nodes will not accept any modo input. Float, int, bool, rgb ect, all accept values correctly
octane_enum_modo_input_error.png

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Tue Mar 21, 2017 12:20 am
by face_off
Looks like this got broken. The sky texture is being overridden by the environment color
Yes - this bug was introduced in the last pre-release,and is fixed in the next release.

Paul

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Tue Mar 21, 2017 2:56 am
by Visualize
funk wrote:
face_off wrote:
Is it still possible to use octane's daylight system? I used that quite often more than Modo's
Yes, just change the Octane Environment Type to Daylight.

Paul
Looks like this got broken. The sky texture is being overridden by the environment color

1. start a new scene, and open octane viewport
2. select env material and make zenith purple
3. set env to daylight

RESULT: The sky is purple
EXPECTED: We should see the normal sky colors
Thank you for confirming. I will go back to previous version.

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Tue Mar 21, 2017 5:25 am
by face_off
BUG: Enum nodes will not accept any modo input. Float, int, bool, rgb ect, all accept values correctly
This is fixed in the next release.

Paul

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Tue Mar 21, 2017 4:00 pm
by Greggers
I'm looking forward to testing this build. You say just over a week for an OS X build paul?