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Re: OctaneRender for Modo 3.0.6 [TEST]

Posted: Wed Apr 06, 2016 10:04 pm
by face_off
I think you made a copy/past error from the other thread here. It should say 3.0.6.99, right?
Yes, thank you. Fixed now.

Paul

Re: OctaneRender for Modo 3.0.6 [TEST]

Posted: Wed Apr 13, 2016 5:32 am
by face_off
A request please....could any OSX plugin users on Mavericks or Yosemite pls PM me (regarding testing the next version)? Thanks

Paul

Re: OctaneRender for Modo 3.0.6 [TEST]

Posted: Thu Apr 14, 2016 3:11 am
by face_off
I have updated the links at the top of this thread to now include the OSX installers that will work with Modo10.0v1. These installers should work with Mavericks, Yosemite and El Capitan.

Thanks

Paul

Re: OctaneRender for Modo 3.0.6 [TEST]

Posted: Wed Apr 20, 2016 12:08 am
by face_off
Below is a preview into the functionality in the next release. The next release will also have preliminary support for Modo Unreal Shader Tree item.

Re: OctaneRender for Modo 3.0.6 [TEST]

Posted: Wed Apr 20, 2016 2:30 pm
by eklein
Paul thanks for this update. It looks great and can wait to try it.

Eric

Re: OctaneRender for Modo 3.0.6 [TEST]

Posted: Wed Apr 20, 2016 10:12 pm
by sjogren
It looks really powerful!
Right now, what is the best way to store materials in a bank or sharing between projects!
Is there a help, tutorial or any topic I missed, please let me know!
/Niklas

Re: OctaneRender for Modo 3.0.6 [TEST]

Posted: Wed Apr 20, 2016 10:18 pm
by Tharso
give to us one version with render region please.

Re: OctaneRender for Modo 3.0.6 [TEST]

Posted: Wed Apr 27, 2016 3:57 pm
by v1adut
Hi Paul, is it possible to render mesh motion blur on the plugin with the new release. I am asking this because it is hard or imposible to export/freeze dynamic replicator to the standalone for rendering. I saw C4D has this feature implemented in the plugin.

Cheers,
Vlad

Re: OctaneRender for Modo 3.0.6 [TEST]

Posted: Wed Apr 27, 2016 5:22 pm
by v1adut
Hi Paul is it true that dynamics replicators and replicators animation does not have any motion blur effect when exported to octane stand alone ?. I exported a simulation, all is ok except the fact motion blur is not exported like these items are different items for each frame, and not moving ones.

Re: OctaneRender for Modo 3.0.6 [TEST]

Posted: Wed Apr 27, 2016 11:04 pm
by face_off
Right now, what is the best way to store materials in a bank or sharing between projects!
The next release will allow you to export an Octane Override as ORBX - so you could save then reload from the Octane LocalDb.
give to us one version with render region please.
Render Region is working in the next release.
is it possible to render mesh motion blur on the plugin with the new release. I am asking this because it is hard or imposible to export/freeze dynamic replicator to the standalone for rendering.
This is complex to implement in the Modo plugin - since from my initial testing, vertex motion vectors where not working in the Modo API. However it is possible this has been fixed, so I need to retest it to see if it is now possible. So at the moment, the octane.saveAnimation command is the best way to render with vertex motion blur (ie. render the resulting ORBX/OCS in Octane Standalone).
is it true that dynamics replicators and replicators animation does not have any motion blur effect when exported to octane stand alone ?. I exported a simulation, all is ok except the fact motion blur is not exported like these items are different items for each frame, and not moving ones.
At the moment OBJECT motion blur from animated replicators is not supported in the plugin (again - you need to octane.saveAnimation to render motion blur in this situation). However this is something I could implement in the plugin. If you have a sample scene which demonstrates motion blur in this situation, pls send it to me and I will see what can be done.

Paul