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Re: OctaneRender for Modo 3.0.6 [TEST]
Posted: Sat Mar 12, 2016 2:00 pm
by Tharso
face_off wrote:Does Udims works with displacement node? I cant get to work here only diffuse udims. version 3.0.6
I doubt UDIM's would work with displacement, since the UDIM node graph does all sorts of transforms on the texturemaps, which is not going to work with the current Octane Displacement implementation.
Paul
is there any plan to work with displacement?
Re: OctaneRender for Modo 3.0.6 [TEST]
Posted: Sat Mar 12, 2016 9:34 pm
by face_off
is there any plan to work with displacement?
I don't know. You will need to ask in the Octane Standalone thread.
Paul
Re: OctaneRender for Modo 3.0.6 [TEST]
Posted: Wed Mar 16, 2016 4:05 pm
by fmuram
Is anyone else having issues with scenes loading into Octane Modo plugin incredibly slowly with the latest build? Simple scenes are taking 5+ minutes to load in.
Re: OctaneRender for Modo 3.0.6 [TEST]
Posted: Wed Mar 16, 2016 11:20 pm
by face_off
Is anyone else having issues with scenes loading into Octane Modo plugin incredibly slowly with the latest build? Simple scenes are taking 5+ minutes to load in.
I haven't had any others users report this. However perhaps try the installer below (which includes the "Reload Mesh Each Frame When Animating" fix discussed in another thread).
https://render.otoy.com/customerdownloa ... _64bit.exe
Paul
Re: OctaneRender for Modo 3.0.6 [TEST]
Posted: Thu Mar 17, 2016 2:27 pm
by fmuram
Thanks Paul.
I will try the newer version. I have been on 3.0.6.97.
Fred
Re: OctaneRender for Modo 3.0.6 [TEST]
Posted: Sat Mar 26, 2016 7:05 pm
by v1adut
Hi Paul,
1 .Octane render does not read the interval from modo settings when I set it to render animation, On modo render settings, on the frame tab there is an first and last frame set inbox. Octane plugin seems to ignore it.
2. Second, it seems that modo does not render mesh deformation render blur. Is it true ?
Re: OctaneRender for Modo 3.0.6 [TEST]
Posted: Mon Mar 28, 2016 12:09 am
by face_off
1 .Octane render does not read the interval from modo settings when I set it to render animation, On modo render settings, on the frame tab there is an first and last frame set inbox. Octane plugin seems to ignore it.
The animation start/end is taking from the Modo "Current Range".
https://docs.otoy.com/Modo/?page_id=998
2. Second, it seems that modo does not render mesh deformation render blur. Is it true ?
As per
https://docs.otoy.com/Modo/?page_id=977..."Vertex Motion Blur – Export the animation to ORBX via the “octane.command exportAlembic” and render in Octane Standalone."
Paul
Re: OctaneRender for Modo 3.0.6 [TEST]
Posted: Tue Mar 29, 2016 7:28 am
by v1adut
Thank you Paul for directing me to the working workflow.
It works. Cheers,
Vlad
Re: OctaneRender for Modo 3.0.6 [TEST]
Posted: Wed Apr 06, 2016 2:04 pm
by face_off
I have updated the Windows and Linux installers at the top of this thread to support Modo10.0. You must install the 3.0.6.99 version if you are running Modo10.0 as prior versions of the plugin will cause stability issues in Modo. There is not currently an update for OSX, however I am working on it now...
3.0.6.99
- Fixed issue related the Modo10.0v1 compatibility
- Added support for images with the Luminous Color Effect in the Shader Tree. In this case, the Luminous Color Effect becomes the input RGB Image to the Emission Texture and the Emission Power is set to 1.5
- Fixed bug where the Transparency Amount Effect image map was not being applied correctly from the Shader Tree
Thanks
Paul
Re: OctaneRender for Modo 3.0.6 [TEST]
Posted: Wed Apr 06, 2016 7:43 pm
by Obizzz
face_off wrote:You must install the 2.25.0.99 version if you are running Modo10.0 as prior versions of the plugin will cause stability issues in Modo.
I think you made a copy/past error from the other thread here. It should say 3.0.6.99, right?