OctaneRender for Modo (Windows) 1.52 [STABLE]

Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

Moderator: face_off

cuffi
Licensed Customer
Posts: 264
Joined: Fri Apr 09, 2010 7:35 am
Location: Germany
Contact:

Hi Paul,

when using Octane Live Db Materials and deleting them from shader tree afterwards, their Assembly is still present in the schematic. Is there a way to delete the Assemblys too?

René
Win 7 Ultimate 64 Bit | GTX780 Ti | GTX 560 TI | Driver Version 337.88 | Intel Core i7 3930K 6x 3,2 GHz | 32 GB RAM
Web: http://www.mentalarts.com
User avatar
face_off
Octane Plugin Developer
Posts: 15702
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

There is an interim release available at http://render.otoy.com/customerdownload ... _64bit.exe. It contains:

1.52.0.60
- Create Octane Emitter now sets the emitter material to an opacity of 1, and the Point light power/emission has been adjusted
- Added support for Stencil maps with Alpha Channel set to Alpha Only (which will result in an Octane Alpha Image being created)
- Added support for RGBA maps with Alpha Channel set to Use (which will result in an Octane Alpha Image being created)
- OS X: Rectified issue where anmation frames were not progressig until the mouse was moved
- OS X: Rectified issue where cancelling an animation was not clearing the animation or viewport windows

1.52.0.59
- Fixed issue where the determination of if a Modo material should be converted to diffuse instead of glossy was not working correctly
- Octane Bump power is now set to the Modo Bump Amplitude * 100
- Create Octane Emitter now uses a Texture Emission rather than Black Body, and sets the Power according to the Modo Radiance

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
lightboy
Licensed Customer
Posts: 88
Joined: Mon Mar 10, 2014 4:08 pm
Location: Ontario, Canada

Hi Paul
Here is a modo scene of how an object gets imported.
Also I am sending a cube object made in lightwave that you can import to see what happens.
Keith
Box.rar
LW_Cube
(755 Bytes) Downloaded 250 times
Box.rar
LW_Cube
(755 Bytes) Downloaded 250 times
Attachments
Modo_Octane_ImportTest_bundled.rar
Modo_ImportScene
(14.39 KiB) Downloaded 240 times
Windows 10 | 1950x threadripper |64gb Ram | EVGA GTX1080 ti x3 |
Modo 13 64bit
Lightwave 2018
Nvidia driver 419.67
Octane modo plugin version 4.04.0.145
Octane lightwave plugin version 4.04
User avatar
Talleman
Licensed Customer
Posts: 34
Joined: Wed Aug 07, 2013 5:04 pm
Location: Houston Tx.
Contact:

- Octane Bump power is now set to the Modo Bump Amplitude * 100
Paul, is it possible to use

(Modo bump amplitude*100) x (texture opacity/100)

or reduced... Modo bump amplitude * Texture opacity

This will give quite a bit more flexibility when working with multiple maps.

Great update by the way!
Thomas Alleman
3D Generalist

---
Those who get wisdom do themselves a favor, and those who love learning will succeed.
User avatar
face_off
Octane Plugin Developer
Posts: 15702
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Paul, is it possible to use

(Modo bump amplitude*100) x (texture opacity/100)

or reduced... Modo bump amplitude * Texture opacity

This will give quite a bit more flexibility when working with multiple maps.
Hi Thomas. The plugin is assuming a single bump map per material, so if there are 2 Bump Effects - only the top one is used - and it's would have an (assumed) texture opacity of 100%. So does backing the bump amount by the texture opacity actually provide any benefit?
Here is a modo scene of how an object gets imported.
Also I am sending a cube object made in lightwave that you can import to see what happens.
Thanks for posting this Keith. The reason for the problem is that the plugin is not applying the material Item filter (which is set to Box). The simple solution is to disable visibility of Material item which sits directly under the Box (Item) group - which is not doing anything anyway. Having the plugin automated to cope with this situation is a lot more complex than you would expect - but I will see what can be done.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
User avatar
Talleman
Licensed Customer
Posts: 34
Joined: Wed Aug 07, 2013 5:04 pm
Location: Houston Tx.
Contact:

Hi Thomas. The plugin is assuming a single bump map per material, so if there are 2 Bump Effects - only the top one is used - and it's would have an (assumed) texture opacity of 100%. So does backing the bump amount by the texture opacity actually provide any benefit?
It does. It allows control of the bump height from the texture tab instead of the material tab. I just find it easier to stay in the same place while I'm making all of my adjustments. A matter of preference I suppose.

In the future, if you plan on automatically creating mix materials from multiple maps, this would be very benificial.
Thomas Alleman
3D Generalist

---
Those who get wisdom do themselves a favor, and those who love learning will succeed.
User avatar
face_off
Octane Plugin Developer
Posts: 15702
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Another interim build is available at http://render.otoy.com/customerdownload ... _64bit.exe.

1.52.0.61
- Fixed issue where saving an animation as EXR was using the PNG file extension.
- Added full support for Item tag Groups in the Shader Tree. This required signification changes to the plugin code, so pls report any issues you find
- Bump map power is now multiplied by the Opacity of the Modo Bump Map Texture Layer

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
User avatar
Talleman
Licensed Customer
Posts: 34
Joined: Wed Aug 07, 2013 5:04 pm
Location: Houston Tx.
Contact:

Thanks Paul!

I'll have to give this a go when I get home tonight.
Thomas Alleman
3D Generalist

---
Those who get wisdom do themselves a favor, and those who love learning will succeed.
User avatar
face_off
Octane Plugin Developer
Posts: 15702
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

I have updated the installer at the top of this thread with:

1.52.0.63
- IMPORTANT: Fixed issue where too many invisible Mesh items in the Modo scene would crash Modo when opening the Viewport

1.52.0.62
- Fixed issue where adding an Octane Override to a diffuse Modo material was creating a specular Octane material

1.52.0.61
- Fixed issue where saving an animation as EXR was using the PNG file extension.
- Added full support for Item tag Groups in the Shader Tree. This required signification changes to the plugin code, so pls report any issues you find
- Bump map power is now multiplied by the Opacity of the Modo Bump Map Texture Layer

1.52.0.60
- Create Octane Emitter now sets the emitter material to an opacity of 1, and the Point light power/emission has been adjusted
- Added support for Stencil maps with Alpha Channel set to Alpha Only (which will result in an Octane Alpha Image being created)
- Added support for RGBA maps with Alpha Channel set to Use (which will result in an Octane Alpha Image being created)
- OS X: Rectified issue where anmation frames were not progressig until the mouse was moved
- OS X: Rectified issue where cancelling an animation was not clearing the animation or viewport windows

1.52.0.59
- Fixed issue where the determination of if a Modo material should be converted to diffuse instead of glossy was not working correctly
- Octane Bump power is now set to the Modo Bump Amplitude * 100
- Create Octane Emitter now uses a Texture Emission rather than Black Body, and sets the Power according to the Modo Radiance

1.52.0.58
- Fixed issue where if a Modo Material was above an Octane Override in the Shader tree (but they are in the same group), disabling the Modo Material would also disable the Octane Override
- Texture Locators connected to Octane Image nodes now apply a scale to the Octane Projection from the
- Rotating a texture in a Texture Locators via the UV Rotation will now apply that texture rotation to the Octane scene. The works for most projection types and axis, however combinations like rotating a texture with Cylindrical proejction in the Y axis is not working correctly at the moment.
- Fixed crash resulting from changing the Modo focus distance when the Octane Viewport was open and Use Modo Focus Distance was checked
- Fixed issue where if Kernel->Load All Frames Into Octane was NOT ticked, the camera info was not being updated correctly when changing the Modo time
- Kernel panel size increased in height
- If a Modo Material Specular Color is B&W (ie. Red=Green=Blue) the specular pin will be an Octane Greyscale Color inside the Octane Material, otherwise it will be an RGB Color Node external to the Material.

I will be away for a few days over Easter, and may have limited internet connectivity, so may need to respond to issues on my return.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
v1adut
Licensed Customer
Posts: 154
Joined: Sun May 30, 2010 4:27 pm

Hi Paul,

I want to thank you with the courage and hard work to develope a modo plug in.

Here is a suggestion for the GUI, for me it is annoing to have that control window flotating and moving and dissapearing.
I suggest to put to control bar on the bottom of the preview render window. Why button, well because when we click to see the drop down menu, they will be down in most cases and not overlaying over the preview render window.

Hey you all modo users, how you dare to betrade modo render engine.... :P Never mind :) octane has a more natural fill, yup :)
Attachments
GUI-Suggestion.jpg
Post Reply

Return to “Foundry Modo”