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Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Mon Mar 27, 2017 6:07 am
by MildMustard
funk wrote:If anyone has any better ideas, let me know
No it is quite right, i have this issue too. I have to approach lighting in octane as if I were a photographer, hiding the lights better from mirrors etc. It can be a pain.. I hope Otoy sort this out.
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Mon Mar 27, 2017 9:38 pm
by cubic
funk wrote:cubic: I looked into this. Unfortunately, Octane doesnt have a way to hide emitters ONLY through refractions (transparency) like modo does.
To funk
thank you for investigating.
My explanation was insufficient.
You can solve the problem displayed by adding "Create Octane Emitter" to the area light.
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Tue Mar 28, 2017 6:22 am
by funk
cubic wrote:You can solve the problem displayed by adding "Create Octane Emitter" to the area light.
Right. You can make your own emitters manually, if you know your light is behind some glass (this still won't match modo reflections/refractions though).
We just have no way to do this automatically
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Tue Mar 28, 2017 7:22 am
by cubic
funk wrote:
Right. You can make your own emitters manually, if you know your light is behind some glass (this still won't match modo reflections/refractions though).
We just have no way to do this automatically
Thank you for your answer.
In this case you should do it manually.
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Wed Mar 29, 2017 3:38 pm
by Uhlhorn
I did not read the discussion, but in 3.05.3 the network render node always stops rendering after some minutes on super high res renderings like 11800 x 6800 Pixel.
Is this fixed in a newer version?
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Wed Mar 29, 2017 9:12 pm
by face_off
I did not read the discussion, but in 3.05.3 the network render node always stops rendering after some minutes on super high res renderings like 11800 x 6800 Pixel.
Is this fixed in a newer version?
I'm not sure, sorry - you will need to put this question to Otoy in the Octane Standalone release thread, or try for yourself.
Paul
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Wed Mar 29, 2017 9:14 pm
by Uhlhorn
Okay, wilco.

Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Sat Apr 01, 2017 6:37 am
by blockmind
Hello,
İs there any news on substance support? Are we waiting foundry to update substance plugin?
Also octane beta version of octane (3.06 Test3) has adaptive sampling option. Do we able to use it with modo plugin?
Also is there a way to globally set rounding edges value for meshes with multiple materials?
Thanks.
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Sat Apr 01, 2017 11:23 am
by face_off
İs there any news on substance support? Are we waiting foundry to update substance plugin?
Yes, it's all done - and full support will be in the next release of the Substance plugin for Modo. I will put together a video demonstrating this in the next few days.
Also octane beta version of octane (3.06 Test3) has adaptive sampling option. Do we able to use it with modo plugin?
Yes, the latest 3.6.3.117 test build above includes AS. See the 3.6.3.117 video at
viewtopic.php?f=34&t=59793 for details.
Also is there a way to globally set rounding edges value for meshes with multiple materials?
No - round edges need to be set at the material level.
Paul
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Sat Apr 01, 2017 6:41 pm
by Uhlhorn
No - round edges need to be set at the material level.
Round edges are not working in Octane. And this is a big problem! I am rendering CAD files all the day, but it is often not possible to build round edges on object level.