Page 45 of 73
Re: OctaneRender for Modo 3.0.4 [TEST]
Posted: Tue Feb 02, 2016 10:45 am
by batesey
Hey Paul,
I've also got weird memory usage here. I have 2x 980Ti's at the moment (Titan X coming).
This is the same scene opened in both 2.25 & 3.0.4...Memory usage in 3.0.4 is nearly 4 times that of the same scene opened in 2.25.
https://www.dropbox.com/s/tgfot7tj81m1v ... m.JPG?dl=0
https://www.dropbox.com/s/9a07m9k8rmd8e ... m.JPG?dl=0
What Octane is showing as available memory is also confusing.
Cheers,
Toby
Re: OctaneRender for Modo 3.0.4 [TEST]
Posted: Tue Feb 02, 2016 11:58 am
by face_off
Hi Toby. Octane 3 uses more VRAM as you increase Kernel->Parallel Samples, so I don't think you can directly compare Octane 2.24 and 3.0.4. Unless you set Parallel Samples to 1, Octane 3 will always use more VRAM (but render faster).
Paul
Re: OctaneRender for Modo 3.0.4 [TEST]
Posted: Tue Feb 02, 2016 1:01 pm
by batesey
Paul,
Thanks of the clarification and sorry for wasting your time on this one.
Cheers,
Toby
Re: OctaneRender for Modo 3.0.4 [TEST]
Posted: Tue Feb 09, 2016 10:05 am
by JakubRupa
Hi,
MODO crashes when i want to save multilayer EXR with Z-depth checked.
- Windows 10 64bit, 32GB ram
- 2xGTX970 4GB, driver ver. 361.75
- MODO 902 SP1 101906
- OctaneRender for MODO 3.0.4.95.901
Re: OctaneRender for Modo 3.0.4 [TEST]
Posted: Tue Feb 09, 2016 11:12 am
by face_off
Hi - yes, Otoy are aware of this issue, and it will be fixed in the next release of the Octane API.
viewtopic.php?f=34&t=52463
Paul
Re: OctaneRender for Modo 3.0.4 [TEST]
Posted: Thu Feb 11, 2016 2:15 pm
by v1adut
Hi Paul can we have SLIK 2 Integration ?
https://community.thefoundry.co.uk/disc ... 2&t=119779
As Yazan Malkosh said:
" It doesn't need SLIK integration. It's default modo behaviors should enable SLIK. My understanding it's missing two elements
Supporting group shaders aside from the base shader
Rigged light intensity values
Both of which are standard behaviors. Perhaps the list to get other things working has them towards the Bottom. "
Re: OctaneRender for Modo 3.0.4 [TEST]
Posted: Thu Feb 11, 2016 9:16 pm
by face_off
can we have SLIK 2 Integration ?
I am working on it. However it will not be simple, so is going to take some time. And probably only the polygon lights will be supported. If you doubleclick a SLIK2 light assembly, you can see the complexity of the rigging that the plugin needs to handle.
Paul
Re: OctaneRender for Modo 3.0.4 [TEST]
Posted: Sat Feb 13, 2016 6:16 pm
by v1adut
face_off wrote:can we have SLIK 2 Integration ?
I am working on it. However it will not be simple, so is going to take some time. And probably only the polygon lights will be supported. If you doubleclick a SLIK2 light assembly, you can see the complexity of the rigging that the plugin needs to handle.
Paul
Paul, Thank you for the interest and hard work, this will be a nice gem for us, and a reason to buy that plugin.
By the way, I would like to add you to my linkedin.com network, is this possible? I will need to know you entire name for this

.
Cheers,
Vlad
Re: OctaneRender for Modo 3.0.4 [TEST]
Posted: Sat Feb 13, 2016 9:57 pm
by face_off
I would like to add you to my linkedin.com network, is this possible? I will need to know you entire name for this
Paul Kinnane.
Re: OctaneRender for Modo 3.0.4 [TEST]
Posted: Sun Feb 14, 2016 9:12 pm
by fmuram
Hi Paul,
I thought I would write to see if there has been any movement on adding any of Modo's procedural textures into Octane? I have been baking textures into maps, which has been working well, but it would be nice to be able to remove that step in the process.
Also, has their been any though as to if the clear-coat channels will be integrated? When clear-coat bump and clear-coat roughness were introduces they really helped in building more realistic lacquered materials.
I have been using mix materials to get a similar effect, but I sometimes I want to default to on-the-fly conversions
Thanks,
Fred