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
OctaneRender for Modo (Windows) 1.52 [STABLE]
Moderator: face_off
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
Web: http://www.mentalarts.com
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
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
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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
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
- 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
Modo 13 64bit
Lightwave 2018
Nvidia driver 419.67
Octane modo plugin version 4.04.0.145
Octane lightwave plugin version 4.04
Paul, is it possible to use- Octane Bump power is now set to the Modo Bump Amplitude * 100
(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.
3D Generalist
---
Those who get wisdom do themselves a favor, and those who love learning will succeed.
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?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.
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.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.
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
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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.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?
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.
3D Generalist
---
Those who get wisdom do themselves a favor, and those who love learning will succeed.
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
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
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Thanks Paul!
I'll have to give this a go when I get home tonight.
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.
3D Generalist
---
Those who get wisdom do themselves a favor, and those who love learning will succeed.
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
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
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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....
Never mind
octane has a more natural fill, yup 
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....


