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Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Fri Mar 24, 2017 7:06 am
by Hesekiel2517
The Photometric light still doesn't work correctly for me.
Bildschirmfoto 2017-03-24 um 07.51.43.png
But again: Thats a really nice Release!

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Fri Mar 24, 2017 7:22 am
by funk
Hesekiel2517, the current photometric conversion uses a flat plane which can only project light in 1 direction. Your light is projecting in all directions and requires a spherical emitter.

I came up with a conversion for these types of lights too, and we were originally going to do it this way. Unfortunately, using a spherical emitter was generating more noise and took longer to clean up, so we decided to go for a flat plane.

I talked about this with Paul, and we may be able to add options to the light form in the future, which will allow users to toggle on spherical emitters.

Can you upload the ies file?

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Fri Mar 24, 2017 7:59 am
by Hesekiel2517
Ahh, i see. That would be very nice if there was an option to use a spherical emitter.
Thank you for the fast reply!

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Fri Mar 24, 2017 8:39 am
by funk
I tested your file with my spherical emitter conversion. It's a lot closer, but seems to generate different light depending how I place it on a wall.
TX054238_spherical_emitter.png
There are a few differences with how octane and modo handle photometric lights, so we will never be able to get a perfect match.

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Fri Mar 24, 2017 8:47 am
by Hesekiel2517
Thank you for the effort! I think your example is pretty close. It would be great if i could get this result with modo and octane.

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Fri Mar 24, 2017 11:40 am
by face_off
Following is another pre-release - this time with support for Modo 2 and 4 color gradient Environments. Again, thanks the Funk for working out the details behind implemented this. Windows and Linux builds follow...

3.6.3.117 pre-release
- Compiled with Octane 3.06 TEST 4 (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, Point Lights and Photometry Lights which 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 point and 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
- Added automatic conversion of Modo transparent materials with a non-zero Absorption Distance to an Octane Specular material with an Absorption
- Fixed motion blur error when Use Modo Shutter Speed was NOT ticked
- Fixed crash when a Mesh Light did not have a Source Mesh
- Implemented automatic conversion of 2 and 4 color gradiant Modo Environments to the Octane Environment

Windows Modo901/Modo10 -> https://render.otoy.com/customerdownloa ... _64bit.exe
Linux Modo901/Modo10 -> https://render.otoy.com/customerdownloa ... _Linux.run

Paul

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Sat Mar 25, 2017 6:20 am
by yoshikai
OMG
I can use MODO's Photometric Light and point light!!
gradient environment is really helpful.
wow MODO and Octane is really same image.
really great job Paul.
Thank youĂ—100

sincerely

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Sun Mar 26, 2017 12:56 am
by cubic
face_off wrote:
Shadows fall when the area light is near the ceiling.
This is fixed in the next release (thanks to Funk who found a sneaky solution). The next release also supports rendering area/point/photometry lights created after the Viewport was opened (ie. no scene refresh required).
Thanks Paul!
Thanks Funk!
It's a wonderful job!

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Sun Mar 26, 2017 10:00 pm
by cubic
When glass is present, the area light is displayed.

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Mon Mar 27, 2017 4:07 am
by funk
cubic: I looked into this. Unfortunately, Octane doesnt have a way to hide emitters ONLY through refractions (transparency) like modo does.

I tried using material opacity, and object layer general visibility, but none of them produced the result we need. Hiding emitters through refractions (transparency), will also hide them from reflections
octane_hide_light_from_refractions.png
The other problem is that they would also be hidden when viewed without glass...

If anyone has any better ideas, let me know