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Re: OctaneRender for Modo 3.0.6 [TEST]
Posted: Wed Apr 27, 2016 11:16 pm
by sjogren
face_off wrote: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.
Thanks. I saw the video about the upcoming version, looks really fantastic!
/niklas
Re: OctaneRender for Modo 3.0.6 [TEST]
Posted: Fri Apr 29, 2016 3:31 am
by face_off
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.
Thanks for sending me your scene. The reason there is no motion blur in Octane Standalone is because the total number of vertices in the scene is changing each frame (because each frame there are more particle sources). Octane vertex motion blur (which the octane.saveAnimation command provides) only works if there is the same number of vertices in every frame in the timeline. Pls see the final comment at
https://docs.otoy.com/Modo/?page_id=998.
I had a good look at the current plugin code, and how it could better support motion blur from within Modo, and better support is definitely possible. In particular, support for vertex motion blur of deformed objects should be possible, as should object motion blur for Replicators and Instances. I will try to implement these in the next few months.
Paul
Re: OctaneRender for Modo 3.0.6 [TEST]
Posted: Fri Apr 29, 2016 1:28 pm
by v1adut
Hi Paul, thank you for looking into the scene and considering this feature. It will be lovely to have an export that works for motion blur, even better have it inside modo plugin.
Cheers,
Vlad
face_off wrote: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.
Thanks for sending me your scene. The reason there is no motion blur in Octane Standalone is because the total number of vertices in the scene is changing each frame (because each frame there are more particle sources). Octane vertex motion blur (which the octane.saveAnimation command provides) only works if there is the same number of vertices in every frame in the timeline. Pls see the final comment at
https://docs.otoy.com/Modo/?page_id=998.
I had a good look at the current plugin code, and how it could better support motion blur from within Modo, and better support is definitely possible. In particular, support for vertex motion blur of deformed objects should be possible, as should object motion blur for Replicators and Instances. I will try to implement these in the next few months.
Paul
Re: OctaneRender for Modo 3.0.6 [TEST]
Posted: Fri Apr 29, 2016 2:29 pm
by MrFurious
Paul with the future update and better support for motion blur correctly match Modo's own motion blur... would this include sub-frame motion blur as well?
Re: OctaneRender for Modo 3.0.6 [TEST]
Posted: Fri Apr 29, 2016 2:54 pm
by Tharso
Paul, the next release wirll be only on may 15 or there will be one before? I am using 3.06 version because a highpoly scene, but there is a lot of crashs when I move meshs with octane view open.
Re: OctaneRender for Modo 3.0.6 [TEST]
Posted: Fri Apr 29, 2016 10:43 pm
by face_off
Paul with the future update and better support for motion blur correctly match Modo's own motion blur... would this include sub-frame motion blur as well?
Octane supports this - however at the moment the Octane plugin only sets one Octane frame per Modo frame. If you send me a scene which uses sub-frame motion blur, I will see if it can be implemented.
Paul, the next release wirll be only on may 15 or there will be one before? I am using 3.06 version because a highpoly scene, but there is a lot of crashs when I move meshs with octane view open.
There will be a 3.0.10 release in a day or so. Can you send me the high-poly scene pls so I can see where the crash is happening?
Thanks
Paul
Re: OctaneRender for Modo 3.0.6 [TEST]
Posted: Sat Apr 30, 2016 12:39 am
by MrFurious
face_off wrote:Paul with the future update and better support for motion blur correctly match Modo's own motion blur... would this include sub-frame motion blur as well?
Octane supports this - however at the moment the Octane plugin only sets one Octane frame per Modo frame. If you send me a scene which uses sub-frame motion blur, I will see if it can be implemented.
Thanks Paul, I started this thread some time ago with the motion blur issue:
viewtopic.php?f=34&t=52110&p=260864&hilit=blur#p260864
Cheers,
Dino.
Re: OctaneRender for Modo 3.0.10 [TEST]
Posted: Sat Apr 30, 2016 11:00 am
by face_off
I have refreshed the installers at the top of this thread with:
3.0.10.102
- Compiled with Octane 3 alpha 10 (3.0.10). This means that Render Region is working again. Authentication panel is also removed.
- Shutter Interval Approach is renamed to Shutter Alignment, and defaults to Symmetric to better match Modo's settings.
- Added checkbox to the Animation setting panel "Use Modo Shutter Speed" which syncs the Octane Shutter Speed to the Modo Shutter Speed and Blur Length.
- When Use Modo Resolution is enabled, if the Modo Camera has "Override Render Resolution" enabled, the camera resolution will be used by Octane
- Many minor fixes and changes to the NodeGraph node
- Fixed issue where changing the material connected to a NodeGraph node output would result in the node graph not being saved (a popup now warns you this has happen).
- EXPERIMENTAL: The NodeGraph node will now automatically add any INPUT nodes from the Octane node graph onto the NodeGraph node channel list in the Modo Schematic, so you can now plugin Octane nodes into a NodeGraph in the Schematic
- EXPERIMENTAL: Added on-the-fly material conversion for the Modo Unreal Material. This currently uses a pre-built Octane shader which will match the Modo render, using the Unreal Base Color, Normal, Roughness, Metallic and Ambient Occlusion Effect images
- Added the octane.exportMaterial command to export the currently select Octane Override to an OCS or ORBX file
- The plugin now picks up the SLIK2 Light Intensity, however more changes are required to better support SLIK2 lumigons
- The new rendertarget Visible Environment pin is not yet supported
- Transparency Amount Effects with Alpha Only enabled now convert to Octane AlphaImage rather than GreyscaleImage nodes
- If there is a luminous color map and an luminous amount map - they are multiply together and used in the Octane Emission texture
Paul
Re: OctaneRender for Modo 3.0.10 [TEST]
Posted: Sat Apr 30, 2016 8:58 pm
by sjogren
Hello.
Modo crashes immediately with 3.0.10.102 if I add a Octane Override? I have tried it on two computers with the same result. If I go back to version 3_0_6_99, it works again!
Does the OctaneRender_for_Modo installer do anything else but put files in the OctaneRenderForModo901 folder? Would it be possible to have the files in a zip file instead, then I could more easily switch version for testing, or I can install and copy the folder to the desktop, uninstall and do the same for multiple versions?
/Niklas
Re: OctaneRender for Modo 3.0.10 [TEST]
Posted: Sat Apr 30, 2016 10:22 pm
by face_off
Modo crashes immediately with 3.0.10.102 if I add a Octane Override? I have tried it on two computers with the same result. If I go back to version 3_0_6_99, it works again!
Does the OctaneRender_for_Modo installer do anything else but put files in the OctaneRenderForModo901 folder? Would it be possible to have the files in a zip file instead, then I could more easily switch version for testing, or I can install and copy the folder to the desktop, uninstall and do the same for multiple versions?
I will post a fix for this later today.
The quickest way to switch between versions for testing is to re-run the appropriate installers. It is quicker and more reliable than switch folder around.
Paul