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Re: OctaneRender for Modo 3.0.0 [TEST]
Posted: Mon Dec 14, 2015 1:41 am
by MrFurious
Thanks Paul.
A couple things:
- Update on Mouse Button Release has no effect when Modo Render Cache is enabled. Is this correct?
- Update on Mouse Button Release does work but when trying to move a single tree (granted it's approx 900k polys) there is about a 5 second delay with the octane refresh. But with the render cache enabled the Octane refresh is instantaneous
Edit: If I instance the tree object using Update on Mouse Button Release, the Octane refresh is instantaneous for move, rotate, scale for the Instance but not the original item where there is still the 5 second delay.
Cheers,
Dino.
Re: OctaneRender for Modo 3.0.0 [TEST]
Posted: Mon Dec 14, 2015 2:30 am
by face_off
- Update on Mouse Button Release has no effect when Modo Render Cache is enabled. Is this correct?
Correct
- Update on Mouse Button Release does work but when trying to move a single tree (granted it's approx 900k polys) there is about a 5 second delay with the octane refresh. But with the render cache enabled the Octane refresh is instantaneous
Edit: If I instance the tree object using Update on Mouse Button Release, the Octane refresh is instantaneous for move, rotate, scale for the Instance but not the original item where there is still the 5 second delay.
When you move a Mesh in Modo (Render Cache off), the entire Mesh gets reloaded into Octane (if Live Geometry Update is ticked). Yes, this is slow, and in theory only the transform needs to change, however there are deeper issue with the way the Modo API reports the change which means at this stage the whole mesh gets reloaded. If you move an instance of a mesh, only the Scatter node gets updated (so it is very quick). If you move a Mesh in Modo with the Render Cache on, only the transform gets updated (because Modo raises a Transform Move event).
Paul
Re: OctaneRender for Modo 3.0.0 [TEST]
Posted: Mon Dec 14, 2015 2:42 am
by MrFurious
Thanks again. Looks like I have a few different ways of doing things with render cache enabled/disabled depending on the situation. Would it be safe to assume that once the modo render cache matures, instance transforms will work (and hopefully fast displacements)?
EDIT: I noticed that with render cache enabled, instance move, scale, rotate now works! Brilliant.. I'm positive in the previous build this wasn't working.
Many thanks,
Dino.
Re: OctaneRender for Modo 3.0.0 [TEST]
Posted: Mon Dec 14, 2015 2:48 am
by face_off
Would it be safe to assume that once the modo render cache matures, instance transforms will work (and hopefully fast displacements)?
Hi Dino - yes, the long-term vision is that the Render Cache will replace the legacy way that the plugin extracts scene geometry completely. So I'm not too keen on making heavy mods to the current non-Render Cache loader, because, hopefully, in the next 12 months is will be made redundant. One of the challenges with the Render Cache is that not a lot of ppl are using it, so getting bug/issue reports is slow.
Paul
Re: OctaneRender for Modo 3.0.0 [TEST]
Posted: Mon Dec 14, 2015 8:45 am
by MrFurious
That's good to know, it's very responsive using the render cache.
Many thanks for helping a modo newcomer understand some basics.
Re: OctaneRender for Modo 3.0.0 [TEST]
Posted: Tue Dec 15, 2015 12:04 pm
by face_off
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.
Thanks for sending your scene to me. The reason the render looks washed out is because the Diffuse Color image map is set to Colorspace sRGB. If you set the Scene Default 8 and 16 bit Colorspaces to (none), and set the Colorspace of that image to (default), you can see the actual image color is washed out. So you can then adjust the Gamma of the image to get the correct color.
So in summary, follow the guidelines at
https://docs.otoy.com/Modo/?page_id=959, and set those recommended settings to your defaults in Preferences->Rendering->Color Management.
Hope that answers your question.
Paul
Re: OctaneRender for Modo 3.0.0 [TEST]
Posted: Tue Dec 15, 2015 6:58 pm
by Flyx
face_off wrote: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.
Thanks for sending your scene to me. The reason the render looks washed out is because the Diffuse Color image map is set to Colorspace sRGB. If you set the Scene Default 8 and 16 bit Colorspaces to (none), and set the Colorspace of that image to (default), you can see the actual image color is washed out. So you can then adjust the Gamma of the image to get the correct color.
So in summary, follow the guidelines at
https://docs.otoy.com/Modo/?page_id=959, and set those recommended settings to your defaults in Preferences->Rendering->Color Management.
Hope that answers your question.
Paul
Why did i think that before it was working...maybe i was wrong and not paying attention enough.
PS: just saw your PM so this is trully a bug ?i assume i'm not starting to get crazy ^^
Re: OctaneRender for Modo 3.0.0 [TEST]
Posted: Tue Dec 15, 2015 8:42 pm
by face_off
PS: just saw your PM so this is trully a bug ?i assume i'm not starting to get crazy ^^
Sorry - the above info is AFTER the PM I sent you. Just answering here in case others had the same issue.
Paul
Re: OctaneRender for Modo 3.0.0 [TEST]
Posted: Tue Dec 15, 2015 9:47 pm
by sjogren
Hello. I'm in the middle of a project, but would like to try version 3!
Can I have dual versions installed and switch in "systems-kits toggle enable", or just shifting versions 2 and 3 folder in my Modo\Kits folder, can it be a little risky?
/Niklas
Re: OctaneRender for Modo 3.0.0 [TEST]
Posted: Wed Dec 16, 2015 12:56 am
by face_off
Can I have dual versions installed and switch in "systems-kits toggle enable", or just shifting versions 2 and 3 folder in my Modo\Kits folder, can it be a little risky?
No - both plugins reside in the same location. You can re-install the 2.24.2.89 version if you need to revert back from the 3.0.0.90 version. Make sure you keep a copy of your scenes with the 2.24.2.89 data though - since the 2.24.2.89 plugin may loose some Octane data if loading a scene saved with plugin version 3.0.0.90.
Paul