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Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Sun Apr 16, 2017 12:36 am
by face_off
I am using octane over rides and textures exported from substance painter. I use the maps for specular, diffuse, normal to be 2.2 rgb textures, and roughness to be 1 grayscale.
My issues now is with how octane intereprets lights after "the big change " especially for Kodak Ectacrome 64CD, Kodak Ectacrome 64TCD Kodak Kodacromee 64CD., DSCS3153 3 4 5 6 .
I think when you change the default baseline from linear to 2.2 something went wrong with each preset before response time. They look over saturated, darker, unusable. I think they had a specific gamma response time that is not there now, and back then the response time default was 1. The light interpreter worked from that 1 with their gamma multipliers. Now since 2.2 is the new scale, all looks wrong. Please check on this I feel like I lost a good render, and I am considering modo again.
When you render with the Modo renderer, does the gamma match the Octane render? If so, then the OCIO settings in your scene are not setup correctly. Octane is now setup to match the gamma that the Modo renderer is using. Are you able to send me the scene, or at least a screen shot of the Modo render together with the Octane render?
Thanks
Paul
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Sun Apr 16, 2017 1:22 am
by face_off
I also tested animating daylight scene.
but sunlight still kept first frame position.
I add only two key frame in Directional light physical sun time channel.
Am I missing something?
I attached My Scene file.
Would you check my test scene?
https://drive.google.com/open?id=0B9g-9 ... mFkdmlzbUE
This is fixed in the next release.
Paul
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Tue Apr 18, 2017 10:02 am
by face_off
I have updated the installers at the top of this thread with:
3.6.5.118
- Compiled with Octane 3.06 (includes Adaptive Sampling, new Bokeh pins, new Pano Camera DOF pins, new Add/Subtract/Comparison/Triplanar texture nodes, and Normal and Displacement mapping enhancements, new Triplanar projection node)
- Added Frame Step to the Kernel->Animation panel, to allow progressing more than 1 frame when rendering an animation
- Removed the empty Defaults panels
- Fixed issue where daylight animations were not rendering correctly in animations and not exporting correctly with octane.saveAnimation
- Rewrote the sub-frame animation system. Added "Animation Samples Per Frame" to allow sub-sampling of Live Geometry Update mesh items. Increase this property value to increase the number of samples taken between Modo frames. You must refresh the scene in order for this setting to take effect.
- The Modo Material Round Edge Width property now translates to the Octane Rounded Edges Radius pin. You will still need to tick Live Geometry Update and Weld Vertices on the mesh using the material in order for edge rounding to render correctly
- Added a check prior to opening the Viewport to ensure there is sufficient RAM free to accommodate the Maximum Vertices setting
- Fixed crash with Image Sequences (introduced with the OCIO support change in 3.6.3.117). At this stage, image sequences will be assumed to have a gamma of 2.2
- On-the-fly Modo light conversions now update when you scrub the Modo timeline, render as an animation and use the octane.saveAnimation command
- Added better support for Image Sequences. First Frame, Last Frame and Start Frame are now supported. Only End Behavior is assumed to be "Hold". FPS Multiplier is assumed to be 1.
- The Create Octane Emitter command now creates the Octane emitter mesh and material according to all conversion rules for on-the-fly Modo Area, Point and Photometry light conversions
- Fixed issue where animating the Directional Light used as the sun direction was not moving the Octane sun when animating - and the sun direction also now updates when scrubbing the timeline
- Resolved issue with some non-Mesh item geometry meshes loading twice
- Modo Render Region channel modifiers are now evaluated when setting the Octane render region
- The following Imager defaults have changed to better match Modo - Response now defaults to Linear, Gamma now defaults to 2.2 and Vignetting now defaults to 0
- VERY IMPORTANT: The plugin will now correctly convert the Modo scene and image ocio colorspace settings to the Octane Image Gamma values. This means if you have saved scenes with the 8 and 16 bit colorspace at a setting other than Linear (as per the manual), then Image gamma values will change when you render with this release of the plugin. At this stage sRGB, sRGBf, rec709, gamma2.2 are converted to a 2.2 gamma, gamma1.8 is converted to a 1.8 gamma and everything else remains linear/no correction (1.0 gamma). The Octane Environment IBL does NOT take into account the Modo ocio settings.
- Changed the default values for the Camera settings Use Modo Film Offset, Use Modo Clipping Distance, Use Modo Focus Distance and Use Modo F-Stop for Aperture to ON
- The default Environment is now the Texture Environment, rather than Daylight Environment, and Use Modo Environment Power and Rotation properties are now defaulted to ON
- Fixed issue where the octane.saveAnimation command was not exporting animated Environment channels
- Modo Area Lights, Point Lights and Photometry Lights which do NOT have a mesh item (ie. Octane emitter) attached to them will now convert to an Octane emitter automatically. The emitter geometry will automatically be created, and the Octane material will be created from the Modo point and area light material. You can still use the Create Octane Emitter function to override this default behavior
- Revamped the proxy system so animations inside ABC nodes in an OCS/ORBX will render correctly.
- Fixed error when exiting Viewport Navigation mode and transferring the Octane camera back to the Modo camera
- Added support for environment material zenith color channel
- Added support for constant layers in environment
- Added automatic conversion of Modo transparent materials with a non-zero Absorption Distance to an Octane Specular material with an Absorption
- Fixed motion blur error when Use Modo Shutter Speed was NOT ticked
- Fixed crash when a Mesh Light did not have a Source Mesh
- Implemented automatic conversion of 2 and 4 color gradiant Modo Environments to the Octane Environment
The subscription installers will be available from the subscription download page in the next day or so.
Thanks
Paul
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Tue Apr 18, 2017 2:37 pm
by PackMen
This is incredible Paul, thank you for your hard work. Can't wait to try the subscription version.
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Fri Apr 21, 2017 11:18 am
by yoshikai
Thank you for the big update.
I really appreciate it.
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Fri Apr 21, 2017 4:09 pm
by Tharso
last version works with modo 11?
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Sat Apr 22, 2017 7:59 am
by face_off
last version works with modo 11?
Yes, it should.
Paul
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Wed Apr 26, 2017 4:34 pm
by Greggers
Hi Guys,
I updated to modo 11 and I'm getting the error of amount of verts in my scene (see attached file).
I opened the same scene up in modo 10 and octane didn't bring up the error. My preferences for octane are the same in each version as regards the amount of verts.
When modo 10 renders everything is fine but with 11 I get the error message and then a part of my geometry is missing.
Any Advice? Thank you in advance.
Gregg
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Wed Apr 26, 2017 4:53 pm
by Greggers
Oh, It works now.
I actually had not added the db path in modo 11 and check the geo updates. This made it work (for some reason). yay
Re: OctaneRender 3 for Modo [TEST and STABLE]
Posted: Thu Apr 27, 2017 12:16 am
by face_off
I updated to modo 11 and I'm getting the error of amount of verts in my scene (see attached file).
...
I actually had not added the db path in modo 11 and check the geo updates. This made it work (for some reason). yay
Modo11 must be generating more vertices for that scene than Modo10. Would you be able to send me the scene pls?
Also - when you tick "Live Geometry Update" for a mesh, you remove it from the "Non-Live Meshes" node and give it it's own Mesh node - so the "Non-Live Meshes" nodes can then be smaller - so that's why ticking that property resolved your issue. You might want to check what you Max Vertices value is - as a rough guide each 10 million Preferences->Max Vertices needs 1.73GB RAM free. So if you have 32GB RAM, you could set Maximum Vertices to 40 million, since it only needs 7GB RAM. However you need 2.3GB VRAM per 10 million triangles, and 40 million Maximum Vertices equates to 40 million maximum polygons, which would need 9.2GB VRAM on your graphics card.
Paul