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Re: OctaneRender for Modo 3.0.0 [TEST]

Posted: Wed Dec 16, 2015 7:15 am
by Flyx
face_off wrote:
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
...I'm lost now...

If it's a bug : waiting for the fix
If it's not : can you add a thing to make octane converting map to 2.2 gamma automatically at render time according to the modo parameters ?

Re: OctaneRender for Modo 3.0.0 [TEST]

Posted: Wed Dec 16, 2015 7:20 am
by face_off
can you add a thing to make octane converting map to 2.2 gamma automatically at render time according to the modo parameters ?
Yes, this can coded into the plugin - however in the meantime, change the Diffuse Color image map Colorspace to none, and your problem will be fixed. If you setup your scene as per the manual, new image maps loaded into the scene will automatically have their Colorspace set to none.

Paul

Re: OctaneRender for Modo 3.0.0 [TEST]

Posted: Wed Dec 16, 2015 8:22 am
by Flyx
face_off wrote:
can you add a thing to make octane converting map to 2.2 gamma automatically at render time according to the modo parameters ?
Yes, this can coded into the plugin - however in the meantime, change the Diffuse Color image map Colorspace to none, and your problem will be fixed. If you setup your scene as per the manual, new image maps loaded into the scene will automatically have their Colorspace set to none.

Paul
Actually changing the bitmap colorspace doesn't change anything in octane fore me...the only way for octane to show the true color is to change manually the gamma value on each map in the shader tree to 0.45
Changing the default colorspace in modo preferences/scene parameters or on the bitmap in the image tabs only changes what modo render, not octane...

That's what bother me, having to change gamma on each bitmap i put in the shader tree, were modo convert everything automatically to the right colorspace

Re: OctaneRender for Modo 3.0.0 [TEST]

Posted: Wed Dec 16, 2015 8:29 am
by funk
Flyx. Octane doesnt support OCIO color correction at all. The reason Paul is telling you to set your OCIO settings to none is to disable color correction in MODO, then your renders will match between modo and octane.

You will have to manually degamma your color images (.4545). This has always been the case for octane. We also had to do this for MODO in 701 before OCIO was added.

Re: OctaneRender for Modo 3.0.1 [TEST]

Posted: Mon Dec 28, 2015 11:24 am
by face_off
I have refreshed the Windows Modo901 plugin installer at the top of this thread with:

3.0.1.91
- Compiled with Octane 3.0 alpha 2
- On-the-fly material conversion now uses the Modo Material values at the current frame, rather than frame 0, so animated Modo Material values should now work in Octane animations
- Fix issue when exporting to OCS/ORBX where mesh containers would reference an OBJ file after the export
- Fixed issue where if you multi-selected multiple Octane Overrides and pressed Delete, not all Octane Overrides would have their schematic workspaces deleted
- Changed Max Tile Samples default to 16 and maximum to 32
- Added Work Chunk Size to the PMC Kernel
- Added Baking Camera
- Added Baking Group Id, Roughness and Index of Refraction Render Passes
- Add Bump And Normal Mapping checkbox to the Render Passes settings
- Removed Info After Beauty and Tonemap checkboxes from the Render Passes settings
- Added Baking Group Id to the Octane Mesh settings
- Added support for the Environment Medium. To do this, drag the "Medium (Octane)" channel from the Environment into a Schematic Workspace, and attach and Octane Medium node to it
- You can now drag any Octane Kernel, Camera, Environment, Post Proc, Imager, etc properties onto the Schematic and attach an Octane node(s) to it. There is no type checking when doing this, so plugin an Octane Int into a Float pin with raise an Octane Log msg. Pins like Resolution will not work with this feature.
- Partial Modo VDBVoxel support (converts to an Octane Volume, but no material editing yet)
- Manual updated with Octane 3 features. Pls see https://docs.otoy.com/Modo/?page_id=1192 for details.

I will attempt to provide Linux and OSX versions in the next week or so.

Paul

Re: OctaneRender for Modo 3.0.1 [TEST]

Posted: Mon Dec 28, 2015 9:56 pm
by MildMustard
I downloaded the latest file and PT is rendering like it is divided into quadrants with each a different lighting brightness. I thought it may be a new feature for initial rendering but when I came back to the pc it had completed 16000 samples and still incorrect.

Re: OctaneRender for Modo 3.0.1 [TEST]

Posted: Tue Dec 29, 2015 12:21 am
by face_off
downloaded the latest file and PT is rendering like it is divided into quadrants with each a different lighting brightness. I thought it may be a new feature for initial rendering but when I came back to the pc it had completed 16000 samples and still incorrect.
Yes, there is a problem with the latest release. I recommend people use the 3.0.0.90 release until I can resolve the issue and post an update.

Paul

Re: OctaneRender for Modo 3.0.1 [TEST]

Posted: Tue Dec 29, 2015 1:29 am
by face_off
I have refreshed the Octane 3 Windows plugin installer at the top of this thread with:

3.0.1.92
- Fixed issue introduced in 3.0.1.91 where Bool pins where not being set correctly when opening the Viewport

This should hopefully fix....
downloaded the latest file and PT is rendering like it is divided into quadrants with each a different lighting brightness. I thought it may be a new feature for initial rendering but when I came back to the pc it had completed 16000 samples and still incorrect.
Paul

Re: OctaneRender for Modo 3.0.1 [TEST]

Posted: Tue Dec 29, 2015 10:01 am
by MildMustard
Awesome thanks Paul, will try now.



- Yep that'll do it :) works now thanks!

Re: OctaneRender for Modo 3.0.1 [TEST]

Posted: Sun Jan 03, 2016 5:52 pm
by Tharso
shift in displacement node don“t work for me. 3.0.1.92