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Re: OctaneRender for Modo 2.24.2 [TEST]

Posted: Sun Dec 13, 2015 8:55 am
by face_off
Didn't update my octane plugin in a while, but with the last version i'm facing an issue, octane doesn't use the modo colorspace setting for my texture, they are all washed out at render while the modo renderer display the good corrected texture.

Did a miss a recent change in octane ? It was working flawlessly before and never had to change settings for my map
There are no obvious changes in this area. What version did you have installed prior to 2.24.2.89?

For colorspace settings - pls see https://docs.otoy.com/Modo/?page_id=959.

Paul

Re: OctaneRender for Modo 3.0.0 [TEST]

Posted: Sun Dec 13, 2015 11:21 am
by face_off
I have refreshed the Modo901 installer at the top of this thread with:

3.0.0.90
- Compiled with Octane 3.0.0
- Added new Render Passes
- Removed "Ambient" and "Sample Environment" GI Modes from the Direct Light kernel
- Added Deep Image settings to the kernel settings
- Added "Update on Mouse Button Release" to the Modo Preferences->Octane panel. When enabled, dragging Modo Mesh in the preview window will NOT trigger a Live Geometry update UNTIL the mouse button is released. Enabling this option significantly reduces lag whilst dragging Mesh items.
- Added support for normal maps in the on-the-fly material conversions
- The plugin now updates the Octane daylight position when the assigned Modo Environment Sun Light is changed

* TODO: Adding a Medium node to the Environment is not yet supported
* TODO: Add Volume support via the Modo VDBVoxel item
* KNOWN ISSUE : If you pause rendering, change an Octane setting, then continue rendering, the Viewport will freeze (and you will need to refresh the scene to restart the Viewport). This will be fixed by Otoy in the next release of the API.
* KNOWN ISSUE : If you scrub the timeline whilst rendering in Octane, emitters may randomly stop emitting light. This has been reported to Otoy as a bug in the API.

Pls not not use this version in a production environment. Make a backup of any scenes you modify in Modo with this version of the plugin installed. Pls report any issues you have in this thread.

Paul

Re: OctaneRender for Modo 2.24.2 [TEST]

Posted: Sun Dec 13, 2015 11:47 am
by Flyx
face_off wrote:
Didn't update my octane plugin in a while, but with the last version i'm facing an issue, octane doesn't use the modo colorspace setting for my texture, they are all washed out at render while the modo renderer display the good corrected texture.

Did a miss a recent change in octane ? It was working flawlessly before and never had to change settings for my map
There are no obvious changes in this area. What version did you have installed prior to 2.24.2.89?

For colorspace settings - pls see https://docs.otoy.com/Modo/?page_id=959.

Paul
Don't know, last time i updated was in august, so maybe version .87 and 901 sp3

I tried changing the parameter like the link you gave me but that doesn't fix the issue, my map are still washed out (like if loaded them with a 2.2 gamma) on octane but show up fine on modo renderer...

The only way to fix it was to directly change the gamma setting on the map in the shader tree and put 0.4545 in there (inverse of 2.2 gamma) never had to do this before on any other octane project, even on this one who was working before updating.

Re: OctaneRender for Modo 2.24.2 [TEST]

Posted: Sun Dec 13, 2015 2:32 pm
by v1adut
Hi flix In order to get the same render parameters ad modo viewport set these into octane render and it will match your modo gamma.

Go to Octane Camera/Imager Tab
Exposure 1
Gamma 2.2
Response Time Linear on/off

Cheers,
Vlad

See if this works
Flyx wrote:
face_off wrote:
Didn't update my octane plugin in a while, but with the last version i'm facing an issue, octane doesn't use the modo colorspace setting for my texture, they are all washed out at render while the modo renderer display the good corrected texture.

Did a miss a recent change in octane ? It was working flawlessly before and never had to change settings for my map
There are no obvious changes in this area. What version did you have installed prior to 2.24.2.89?

For colorspace settings - pls see https://docs.otoy.com/Modo/?page_id=959.

Paul
Don't know, last time i updated was in august, so maybe version .87 and 901 sp3

I tried changing the parameter like the link you gave me but that doesn't fix the issue, my map are still washed out (like if loaded them with a 2.2 gamma) on octane but show up fine on modo renderer...

The only way to fix it was to directly change the gamma setting on the map in the shader tree and put 0.4545 in there (inverse of 2.2 gamma) never had to do this before on any other octane project, even on this one who was working before updating.

Re: OctaneRender for Modo 2.24.2 [TEST]

Posted: Sun Dec 13, 2015 8:57 pm
by Flyx
v1adut wrote:Hi flix In order to get the same render parameters ad modo viewport set these into octane render and it will match your modo gamma.

Go to Octane Camera/Imager Tab
Exposure 1
Gamma 2.2
Response Time Linear on/off

Cheers,
Vlad

See if this works
My scene already have those parameter, it was working before updating the octane plugin so i guess i comes from the plugin :/

Re: OctaneRender for Modo 3.0.0 [TEST]

Posted: Mon Dec 14, 2015 12:04 am
by MrFurious
Thanks Paul for the update. The "Update on Mouse Button Release" feature doesn't seem to be working though.

Cheers,
Dino.

Re: OctaneRender for Modo 3.0.0 [TEST]

Posted: Mon Dec 14, 2015 12:19 am
by face_off
My scene already have those parameter, it was working before updating the octane plugin so i guess i comes from the plugin :/
Would it be possible to send me the scene pls, so I can investigate the problem.

Paul

Re: OctaneRender for Modo 3.0.0 [TEST]

Posted: Mon Dec 14, 2015 12:25 am
by MrFurious
Try the same scene I uploaded in this thread:
viewtopic.php?f=34&t=51614

It's a few posts down the page, called 'slow tree'

moving the tree around the scene with octane active refreshes octane even while the mouse button is held down.

Cheers,
Dino.

Re: OctaneRender for Modo 3.0.0 [TEST]

Posted: Mon Dec 14, 2015 12:50 am
by MrFurious
Actually....... it seems to be working now?! very strange I don't know what I changed maybe it needed a couple relaunches for the config files to update? no idea..

Re: OctaneRender for Modo 3.0.0 [TEST]

Posted: Mon Dec 14, 2015 1:10 am
by face_off
Actually....... it seems to be working now?! very strange I don't know what I changed maybe it needed a couple relaunches for the config files to update? no idea..
After ticking the relevant box in the preferences, if the Viewport is already open, it takes one "tree drag" to first get the mouse button setting recognised.

Paul