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Re: OctaneRender for Modo Beta 1.33 [TEST]
Posted: Tue Mar 04, 2014 10:44 pm
by face_off
That would be sweet. My vision of it:
It would be fantastic to be able to put the OctaneRender Viewport in the Modo viewport like you suggest -but the Modo debs will need to expand the Modo API to allow this. May I suggest you put this in as a Modo feature request to TheFoundry - the more people who ask for it - the more likely they will do it (I've requested it already a number of times).
1.Tried rendering some animation , fond the following issues with it.
The next release will have a few changes to animation. 1) Saving to different formats, 2) Specify a filename prefix, 3) Change the number on the filename from the time to the frame number, 4) Add a "Rendering Animation, pls wait" dialog.
1.3-animation keeps rendering for ever , even when it reaches the especified time limit.
Where are you setting the time limit pls?
1.5-Plugin re imports all the geometry every frame.even if nothing is changing
Yes - this is a complex area. If just the camera changed position, the scene would not need to be reloaded - but there is no (easy) way to determine if the geometry has changed for that frame. And if you don't reload, you also loose your material property animations. Perhaps and checkbox in the preferences "Reload meshes and materials each frame" defaulted to yes - then you could turn it off if needed?
Paul
Re: OctaneRender for Modo Beta 1.33 [TEST]
Posted: Tue Mar 04, 2014 10:52 pm
by Rafael-Vallaperde
1.3-animation keeps rendering for ever , even when it reaches the especified time limit.
Where are you setting the time limit pls?
on the same place where you set the resolution[frame tab] , there you can set the animation range if you're rendering an usual modo animation.
Yes - this is a complex area. If just the camera changed position, the scene would not need to be reloaded - but there is no (easy) way to determine if the geometry has changed for that frame. And if you don't reload, you also loose your material property animations. Perhaps and checkbox in the preferences "Reload meshes and materials each frame" defaulted to yes - then you could turn it off if needed?
sounds alright

but ideal scenario would be some sort of "auto" , updates if needed , or updates only what changes.not sure.
Re: OctaneRender for Modo Beta 1.33 [TEST]
Posted: Wed Mar 05, 2014 2:44 am
by Obizzz
The latest update seems to have fixed most of my random crashes. I did get one today while adding an image from the Modo image browser to the schematic view.
The crashes in the previous version mostly happened when adding octane overrides. But some of them happened when just selecting the environment node in the shader tree and other random events. Hopefully this update fixed it.
Never had a crash in the standalone btw.
When saving the current scene as .ocs it would be nice if it named the meshes correctly and not just export everything as "Mesh". Same goes for materials.
I will bring more feedback as I start using it some more.
Re: OctaneRender for Modo Beta 1.33 [TEST]
Posted: Wed Mar 05, 2014 3:06 am
by Rafael-Vallaperde
another quick find that was happening sometimes , when i duplicate the Nodes on the schematic , sometimes if i do this with a bunch of them they are pasted unconnected.
sometimes it works , sometimes it doesn't
Re: OctaneRender for Modo Beta 1.33 [TEST]
Posted: Wed Mar 05, 2014 10:35 pm
by face_off
but ideal scenario would be some sort of "auto" , updates if needed , or updates only what changes.not sure.
I'm not sure it's possible to determine if a mesh has moved or changed in an animation. You might have a keyframe at the start frame and end frame, so the mesh changes every frame in between - but there is no keyframe for those frame, so it's not possible for the plugin to determine if there was an actual change or not. There are a range of solutions that could be considered, for example, and nw checkbox on each mesh item "Reload each frame when animating in Octane". We should discuss these after the next release which will have the changes I listed a few msgs back.
on the same place where you set the resolution[frame tab] , there you can set the animation range if you're rendering an usual modo animation.
I will investigate this.
I did get one today while adding an image from the Modo image browser to the schematic view.
The plugin should CAUSE 0 crashes in Modo. Anything more than this is not good enough IMO. One of the challenges in this area is that it can be hard to determine it a Modo quit was due to the plugin, or another separate issue in Modo, or even a quit caused by another plugin. Make sure you are running SP4. If you continue to get quits, pls write them down (and what you were doing at the time) and PM me the details, including what other plugins you have installed. Also, do certain scenes cause more quits than others.
When saving the current scene as .ocs it would be nice if it named the meshes correctly and not just export everything as "Mesh". Same goes for materials.
I will see if there is something I can do about this.
when i duplicate the Nodes on the schematic , sometimes if i do this with a bunch of them they are pasted unconnected.
sometimes it works , sometimes it doesn't
I /think/ this is related to if you are duplicating the nodes, or the nodes+items. I will have a look.
I have a big list of changes to be made, and my apologies for not starting to get them out to you, but I am 100% committed to getting the OSX version running first. It has been vastly more difficult than I expected.
Paul
Re: OctaneRender for Modo Beta 1.33 [TEST]
Posted: Wed Mar 05, 2014 10:41 pm
by Obizzz
face_off wrote:The plugin should CAUSE 0 crashes in Modo. Anything more than this is not good enough IMO. One of the challenges in this area is that it can be hard to determine it a Modo quit was due to the plugin, or another separate issue in Modo, or even a quit caused by another plugin. Make sure you are running SP4. If you continue to get quits, pls write them down (and what you were doing at the time) and PM me the details, including what other plugins you have installed. Also, do certain scenes cause more quits than others.
Paul
I think this is the only one I've had since the new update. I've also had lockups when doing changes to Octane materials but I think that might be related to that particular scene and not Octane. I can't share that scene here but I can send it to you in private to see if there's anything funky in there clashing with Octane.
I will start keeping a log of everything from now on to help you make sure it's all as stable as possible.
Re: OctaneRender for Modo Beta 1.33 [TEST]
Posted: Thu Mar 06, 2014 1:35 pm
by MartinBrinks
An absolutely great Octane plugin - thanks!
I'm experiencing quite a slowdown in the user interface when using the plugin, even when only running with one video card. Actually there's no difference between using one or two video cards, it's the same cursor lag.
Re: OctaneRender for Modo Beta 1.33 [TEST]
Posted: Thu Mar 06, 2014 7:05 pm
by riggles
I'm experiencing quite a slowdown in the user interface when using the plugin, even when only running with one video card. Actually there's no difference between using one or two video cards, it's the same cursor lag.
Martin, just checking one thing. Are you clicking the "apply settings" button? I know I was used to the standalone responding right away to adjustments in Render Priority, but in the plugin, I realized I had to apply them after a few minutes of wondering why nothing changed.
Re: OctaneRender for Modo Beta 1.33 [TEST]
Posted: Thu Mar 06, 2014 9:32 pm
by MartinBrinks
@riggles - ah, you are absolutely right, duh! I'd better re-read the manual

Re: OctaneRender for Modo Beta 1.33 [TEST]
Posted: Thu Mar 06, 2014 9:56 pm
by MartinBrinks
I'm having odd issues with HDR Light Studio. Pretty sure it worked fine in the previous update, but with the new one there seem to be an evil connection between LS, Octane and the camera settings in Modo. Whenever I move light around in LS, the camera's focal lenght seems to change. A reload re-establishes the proper setup.
There's no camera change happening in Modo - it's all in the Octane render window.
Edit: And suddenly it worked well again. Will try to recreate the error, but it might relate to how LS is initiated.
Another issue: If inserting a non valid HEX code in the color picker, Modo crashes.