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Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Thu Nov 02, 2017 9:49 pm
by face_off
I have updated the TEST installers at the top of this thread with:

3.07.0.125
- Built with Octane 3.07
- Added Instance Color and Instance Range textures
- Added an instance id to each Scatter transform (ie. each Replicator particle source will have a unqiue instance id). The Instance ID is sourced from the Modo Replicator source IDs. The new Texture node types Instance Range and Instance Color can be used with these id's. Refer to viewtopic.php?f=33&t=62395 for for details.
- The Particle ID channel on a Modo Mesh Instance is now loaded into the Octane Scatter node Instance ID. You need to use whole numbers for the Particle ID to work (ie. 1, 2, 3, etc). The Particle ID of the Instance Source Mesh will be 0.
- Added Octane->General Visibility to Modo Area, Point and Photometric lights
- Added support for the Modo11 Mesh Light->Use Source Transform channel
- Added the Octane emitter Double Sided property to the Octane panel of Modo Area, Point and IES lights
- Saving the current render to OCS/ORBX will now save the geometry to an ABC file rather than an OBJ file - so multiple UV maps will now work when you load the scene into Octane Standalone
- The Texture Locator "Add ot Octane Override" button is now enabled when the owner Image is selected
- Fixed bug causing a crash when a Surface Particle Generator was used as a Volume Source Surface
- Fixed a number of issues related to when the octane.saveAnimation command is used for Replicators and Instances in the scene
- Fixed crash when the Octane NodeGraph is open and the visibility of an item in the Shader Tree is then clicked

I will migrate this version to the STABLE version in the next few days if no major issues are reported, and will do the subscription and Linux build then too.

Paul

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Fri Nov 03, 2017 7:27 am
by MrFurious
Hi Paul I'm using the latest stable build (3.6.1.120.901) having been out of the loop for some time I haven't been keeping up with the current octane goings on so... I notice that with the current stable build the camera protection mapping doesn't seem to work properly when the camera has a Y Film offset. Is this a known issue? I'd be keen to know if there's a workaround.

I remember having the same issue with a build from last year maybe, then it was fixed and now seems to be broken again. (unless I'm doing something wrong)

Cheers,
Dino.

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Fri Nov 03, 2017 12:51 pm
by matrix2012
Hi,

Please

OctaneRender for Modo 3.7.0.125 Linux

matrix2012

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Sat Nov 04, 2017 10:53 pm
by face_off
I have migrated the TEST builds to STABLE in the links at the top of this thread, and added a Linux build.

The Subscription version of the above build should be available from the Subscription download area in the next few days.

Paul

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Mon Nov 06, 2017 12:42 am
by MrFurious
I'm on the latest stable build and camera projection mapping is broken when a Camera Film offset is used.

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Mon Nov 06, 2017 12:46 am
by face_off
I'm on the latest stable build and camera projection mapping is broken when a Camera Film offset is used.
Sorry, I missed this. Can you provide a simple scene which demonstrates this problem?

Thanks

Paul

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Mon Nov 06, 2017 1:24 am
by MrFurious
Thanks Paul please find my scene attached.
projection mapping.zip
(23.58 MiB) Downloaded 235 times

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Tue Nov 07, 2017 1:04 am
by face_off
Thanks Paul please find my scene attached.
I am having issues with that scene. The Modo renderer renders white - so I can't see what it should look like. And even with the Camera Film Offset Y set to 0, Octane and the Modo Preview window (which I never trust) do not match up. There is no code in the plugin that allows for the Camera Film Offset in the Front Projection of an image. So are you sure this ever worked?

Paul

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Tue Nov 07, 2017 10:07 pm
by MrFurious
Thanks Paul.

I'm re-uploading a revision of the scene, the last one was rendering white in Modo because the only active render output was Ambient Occlusion.

I'm pretty sure it did work at some stage, you actually posted the fix in one of the updates' notes. I'll check and get back to you on which version it was.

Cheers,
Dino.
projection mapping_2.zip
(3.78 MiB) Downloaded 220 times

EDIT: Looking at the release notes it looks like it may have been version 3.2.0.110 but that may have been Front projection mapping was broken altogether. IS there a way to download and test older versions of the plugin?

I'm sure it was working at some stage as I use the vertical camera offset on almost all my scenes to achieve a Tilt-Shift camera effect pretty much essential for ArchViz scenes, however it's possible I'm remembering this functionality from the Lightwave plugin. Is this not possible in Modo?

Re: OctaneRender 3 for Modo [TEST and STABLE]

Posted: Wed Nov 08, 2017 1:22 am
by face_off
EDIT: Looking at the release notes it looks like it may have been version 3.2.0.110 but that may have been Front projection mapping was broken altogether. IS there a way to download and test older versions of the plugin?

I'm sure it was working at some stage as I use the vertical camera offset on almost all my scenes to achieve a Tilt-Shift camera effect pretty much essential for ArchViz scenes, however it's possible I'm remembering this functionality from the Lightwave plugin. Is this not possible in Modo?
Hi Dino. That new scene looks like the following in the Modo renderer - so something is not right.
projmap.png
I am certain that the Modo plugin has never supported having the Camera Film Offset effect a texture Front Projection - sorry.

Paul