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Re: OctaneRender for Modo (OS X) 2.03 [TEST]
Posted: Wed Oct 01, 2014 1:43 am
by face_off
Following is the first OSX build of the plugin for Octane 2.10
It contains all the additions from the Windows release 2.3.0.23 to 2.10.0.30. I have also used a new installer builder. So any problems, pls let me know.
http://render.otoy.com/customerdownload ... X.mpkg.zip
Paul
Re: OctaneRender for Modo (OS X) 2.03 [TEST]
Posted: Wed Oct 01, 2014 11:31 am
by riggles
Nice, thank you Paul.
Re: OctaneRender for Modo (OS X) 2.03 [TEST]
Posted: Thu Oct 02, 2014 1:15 am
by rrbarb
Wunderbar!
And I just remembered, there was and older post about modo crashing on close. And in the case stated, removing octane seemed to solve it. I didn't think it was octane related, and have confirmed that the issue revolves somewhere in the luxology cache directories that are crested since 801. Removing these, and letting them regenerate, solved the crash on close on two of my stations.
./rrb
Re: OctaneRender for Modo (OS X) 2.11.1 [TEST]
Posted: Fri Oct 17, 2014 10:27 am
by face_off
I have refreshed the installer at the top of this thread with:
2.11.1.33
- Compiled against Octane 2.11.1
- Fixed issue where saving as Multi-layer EXR in animations was saving the frame prior to all passes finishing rendering
- Added the Render Pass name currently being rendered to the Render Statistics
- Added ability to save Multi-layer (untonemapped) EXR from the Save button
- Added ability to save specify Multi-layer (untonemapped) EXR when rendering an animation. IMPORTANT: YOU MUST SET START SAMPLES (in the Render Passes panel) to 1 in order for rendering animation passes to work correctly
- The render statistics in the Setup form now show the statistics for the current pass being viewed
- Fixed Octane error popping during rendering animations
- Fixed bug where if "Load All Frames Into Octane" unticked, mesh items with "Live Geometry Update" unticked would not be animated when rendering an animation
- Added Highlight Compression to the Imager settings (see Standalone release notes for details)
- Changes to render passes as per Octane Standalone
- Added additional Color Correction node pins (see Standalone release notes for details)
- Added new Noise texture node (see Standalone release notes for details)
- Added additional kernel pin Static Noise (see Standalone release notes for details)
Paul
Re: OctaneRender for Modo (OS X) 2.11.1 [TEST]
Posted: Fri Oct 17, 2014 9:09 pm
by riggles
Thanks Paul.
Is there a way to add some type of marker in the Viewport Pass selection drop down to indicate what pass is currently being shown in the viewport? The setup window shows the pass, but it doesn't always match.
Re: OctaneRender for Modo (OS X) 2.11.1 [TEST]
Posted: Fri Oct 17, 2014 9:47 pm
by face_off
Is there a way to add some type of marker in the Viewport Pass selection drop down to indicate what pass is currently being shown in the viewport? The setup window shows the pass, but it doesn't always match.
I would love to do this, but I cannot see how the Modo GUI/API supports this. If you have an ideas, let me know.
Paul
Re: OctaneRender for Modo (OS X) 2.12.1 [TEST]
Posted: Mon Nov 10, 2014 2:32 am
by face_off
I have refreshed the installer at the top of this thread with:
2.12.1.37
- Compiled with Octane 2.12
2.11.1.36
- Added current render pass name to the Viewport window title (it is omitted if rendering viewing the Beauty pass)
- "Reload Mesh Each Frame When Animating" property no longer need "Live Geometry Update" ticked in order to be accessed
2.11.1.35
- Fix issue with render statistics displaying the wrong render pass
- When rendering an animation, if "Load All Frames Into Octane" is ticked, ALL Meshes are treated as having "Live Geometry Update" ON (so the initial load time is fractionally longer, but then only the Octane Placement nodse need to be updated each frame)
- When rendering an animation, if "Load All Frames Into Octane" is ticked, Meshes, Mesh Instances and Replicator transforms are all loaded into the Octane timeline, so animate (however only Mesh item are rendered with object motion blur), and only the Mesh vertex positions from the first frame are loaded (so animated morphs will not render). This mode minimises the "Reload" time between frames, but does not render object motion blur for instances and replicators, and does not render morph animation
- Added "Reload Mesh Each Frame When Animating" property for Meshes. If ticked, the vertices of this Mesh item will be reloaded each frame when rendering an animation when "Load All Frames Into Octane" is ticked (however the resulting mesh will not render with object motion blur - since the transform is not changing).
2.11.1.34
- Fixed projection mapping issue with Planar mapping in the X and Z axis
- Fixed a number of issues resulting in incorrect frame numbers being displayed when rendering animations
Paul
Re: OctaneRender for Modo (OS X) 2.12.1 [TEST]
Posted: Sat Nov 29, 2014 6:20 pm
by rrbarb
It has been quite here for a while.
Is 2.13 in the works?
2.12 is working quite well for me.
./rrb
Re: OctaneRender for Modo (OS X) 2.12.1 [TEST]
Posted: Sun Nov 30, 2014 12:53 pm
by face_off
Is 2.13 in the works?
2.12 is working quite well for me.
There was a problem with material picking on OSX in 2.13. So the plan is to take the Modo plugin directly to 2.14. Probably in the next 24hrs.
Paul
Re: OctaneRender for Modo (OS X) 2.12.1 [TEST]
Posted: Sun Dec 07, 2014 8:20 am
by face_off
I have refreshed the installer at the top of this thread with:
2.14.0.45
- Slider changes now update Octane values without the user needing to release the mouse button. Moving Modo sliders should now progressively update the Octane parameter being changed when rendering.
- Fixed issue where if the current render camera changed, the new camera imager and post processing settings were not being loaded
2.14.0.44
- Added "Max Speed" and "AO Alpha Shadows" to the Render Passes node
2.14.0.43
- Compiled with Octane 2.14 (note Cuda driver requirement)
- Added Polygon Side texture node (see Octane Standalone 2.14 release notes for details)
- "Reload Materials Each Frame" can now be enabled when "Load All Frames Into Octane" is unticked. This applies when rendering animations and moving the Modo timeline slider
- Replaced Coherent Mode with Coherent Ratio kernel setting (see Octane Standalone 2.14 release notes for details)
- Added Diffuse Roughness (see Octane Standalone 2.14 release notes for details)
2.13.0.42
- Added support for Octane Visibility controls on replicator prototype meshes
2.13.0.41
- Fixed Modo crash when deleting Instance and Replicator source Meshes when the Viewport is open
- Fixed issue where if a Replicator prototype was not visible in Modo, the replicator was not rendering at all in Octane
2.13.0.40
- Fixed bug where non-visibility instance source Mesh items would not render visible instances based on that Mesh
- Fixed a number of other minor issues related to updating Mesh Visibility in the Viewport for live Meshes
- Added the new Motion Vector render pass (incl new tickbox in the Infochannel kernel). Not, this only works in the plugin for Object Motion Blur where Load All Frames Into Octane is ticked. For Vertex Motion Blur, export to Standalone with the "octane.command exportAlembic" command.
2.13.0.38
- Mesh Octane visibility controls now work for Meshes which are instance sources.
Paul