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Re: OctaneRender for Modo (Windows) 2.24.1 [TEST]

Posted: Sat Sep 26, 2015 10:23 am
by JakubRupa
Thanks Paul,
this was very helpful! It's a little tricky and not as quick and simple as in MODO but it works :)
Is it possible (better?) to change input value range from 0 -1 to 0 - 100%. Is that wouldn't be easier?
Now you need to input lets say 0,005 (instead of 0,5 percent).
I'm just thinking... :)

And by the way, is it planned to use octane generator textures in displacement (not mentioning about MODO textures :)?

Thanks for your help Paul, you are doing a very good job! Keep it up!

Re: OctaneRender for Modo (Windows) 2.24.1 [TEST]

Posted: Sat Sep 26, 2015 11:32 am
by face_off
Is it possible (better?) to change input value range from 0 -1 to 0 - 100%. Is that wouldn't be easier?
I /think/ the edge rounding value is actually a distance, not a percent. Perhaps 1 = 1m?
And by the way, is it planned to use octane generator textures in displacement (not mentioning about MODO textures :)?
I'm not sure. Otoy would need to answer that question. If you turn on Use Modo Render Cache, and enable Polygon Displacement in the Kernel->Setting tab, the plugin will pickup the displacement directly from the Modo displacement generator. This creates a /lot/ of polygons, so loads slowly - but you can tweak this by adjusting the micro displacement in the Modo settings (ie. use a setting where only a few displacement polygons are generated).

Paul

Re: OctaneRender for Modo (Windows) 2.24.1 [TEST]

Posted: Wed Sep 30, 2015 6:06 pm
by Tharso
Hi Paul,

I found out that the problem with the scene that I sent to you, is the render curves option.

Re: OctaneRender for Modo (Windows) 2.24.1 [TEST]

Posted: Fri Oct 02, 2015 11:55 am
by face_off
I found out that the problem with the scene that I sent to you, is the render curves option.
Hi Tharso - I'm not sure which scene you are referring to, however for curves - this will be rendered as Octane Hair strands. Pls see Strand Hair at https://docs.otoy.com/#42Octane%202.0%20Features for details. Also, if you enable Use Modo Render Cache, the Modo Render Cache API will convert curves into geometry which Octane will render.

Paul

Re: OctaneRender for Modo (Windows) 2.24.1 [TEST]

Posted: Fri Oct 02, 2015 12:35 pm
by Tharso
I sent to you one scene in your email, my bad. I know how to render curves, but in my scene that I sent to you, render curves is closing modo.

Re: OctaneRender for Modo (Windows) 2.24.1 [TEST]

Posted: Sat Oct 03, 2015 2:36 am
by face_off
I sent to you one scene in your email, my bad. I know how to render curves, but in my scene that I sent to you, render curves is closing modo.
This is fixed in the next release.

Paul

Re: OctaneRender for Modo (Windows) 2.24.1 [TEST]

Posted: Sat Oct 03, 2015 10:59 am
by v1adut
Hi Paul,

I asked you back in September I believe, if you can make the octane override to load with nodes by default, and the your answer was that is not good for most users.

I want to come back and ask I you can make a button that will save octane_overrides_presets materials (in which I will plug the necessary images). This will be useful since I will have my default materials overrides, and my job on materials with octane will just be to link the images I render from substance painter directly onto the octane renders.

I tested that it can be done by saving assemblies, presets, and the assembly keeps the nodes position on graph editor which is great. So all I am asking, is to have a GUI button to save and load these presets from/to somewhere on the octane render folder.
Pls, pls

Thanks
Vlad

Re: OctaneRender for Modo (Windows) 2.24.1 [TEST]

Posted: Sat Oct 03, 2015 11:08 pm
by face_off
I tested that it can be done by saving assemblies, presets, and the assembly keeps the nodes position on graph editor which is great. So all I am asking, is to have a GUI button to save and load these presets from/to somewhere on the octane render folder.
Pls, pls
Hi Vlad - I think there are two ways to do this already.

1) Create your Octane Override template which has the blank Image nodes. Then select the Octane Override and click "Save as Preset" on the OctaneRender Setup panel (and call it "C:\Users\Paul\Documents\mypreset.lxp for example). Then whenever you want that starting material, type

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item.presetApply "C:\Users\Paul\Documents\mypreset.lxp"
and that preset will be loaded. You could even add your own button to issue that command.

2) I didn't test this, however you could also create your template Octane material in Octane Standalone, and then save it to the LocalDb. Then to load it into your Modo scene, use

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octane.importLocalDb
Paul

Re: OctaneRender for Modo (Windows) 2.24.1 [TEST]

Posted: Mon Oct 05, 2015 11:14 am
by v1adut
face_off wrote:
I tested that it can be done by saving assemblies, presets, and the assembly keeps the nodes position on graph editor which is great. So all I am asking, is to have a GUI button to save and load these presets from/to somewhere on the octane render folder.
Pls, pls
Hi Vlad - I think there are two ways to do this already.

1) Create your Octane Override template which has the blank Image nodes. Then select the Octane Override and click "Save as Preset" on the OctaneRender Setup panel (and call it "C:\Users\Paul\Documents\mypreset.lxp for example). Then whenever you want that starting material, type

Code: Select all

item.presetApply "C:\Users\Paul\Documents\mypreset.lxp"
and that preset will be loaded. You could even add your own button to issue that command.

2) I didn't test this, however you could also create your template Octane material in Octane Standalone, and then save it to the LocalDb. Then to load it into your Modo scene, use

Code: Select all

octane.importLocalDb
Paul

Thank you for the answers/solution Paul, I will give them a test.

Re: OctaneRender for Modo (Windows) 2.24.2 [TEST]

Posted: Tue Oct 06, 2015 12:49 pm
by face_off
I have refreshed the installers at the top of this thread with:

2.24.2.88
- Compiled with Octane 2.24.2
- Change scale zooming in the Viewport from Smooth to Sharp interpolation
- Fixed crash when rendering curves in the Modo901 version of the plugin
- Fixed issue where the Glossy "Roughness" value would convert to a number higher than 1.

Paul